11 lines
280 B
GLSL
11 lines
280 B
GLSL
uniform vec3 uForward;
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uniform vec3 uRight;
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uniform vec3 uUp;
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uniform float uAspect;
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uniform float uTanHalfFov;
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uniform vec3 uRayJitter;
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vec3 cameraRay(vec2 uv) {
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vec2 xy=((uv-uRayJitter.xy)*2.0-1.0)*uTanHalfFov;
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return normalize(uForward+uRight*xy.x*uAspect+uUp*xy.y);
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}
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