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Backdrop Vertex Shader
#version 150
// Uniforms
uniform float tanHalfFov; // View tan(0.5 * FOV)
uniform float aspectRatio; // View aspect-ratio
uniform float z; // Optional Z-coordinate
// Input
in vec3 position;
// Output
out Block
{
noperspective vec3 viewRay;
}
ob;
void main()
{
ob.viewRay = vec3(position.x * tanHalfFov * aspectRatio,
position.y * tanHalfFov,
-1.0);
gl_Position = vec4(position.xy, z, 1.0);
}
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