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Universe/src/Universe.App/Graphics/Shaders/camera-ray.glsl
2026-11-03 22:56:33 +01:00

11 lines
280 B
GLSL

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