10 lines
200 B
GLSL
10 lines
200 B
GLSL
#version 450
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#include "../std/conetrace.glsl"
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in vec4 pos;
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in vec2 nor;
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out vec3 voxpositionGeom;
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uniform mat4 W;
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void main() {
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voxpositionGeom = vec3(W * vec4(pos.xyz, 1.0)) / voxelgiHalfExtents;
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}
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