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@ -18,6 +18,14 @@ varying vec2 vUv;
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varying vec2 vUv1pxOffset;
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varying float paintfordiscard;
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mat4 unity_to_opengl(mat4 U) {
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return mat4(
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1., 0., 0., 0.,
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0., 1., 0., 0.,
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0., 0.,-1., 0.,
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0., 0., 0., 1.
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) * U;
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}
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// mat4 swapHandedness(mat4 sM) {
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// return mat4(
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// sM[0][0], sM[0][1], sM[0][2], sM[3][0],
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@ -25,34 +33,34 @@ varying float paintfordiscard;
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// sM[2][0], sM[2][1], sM[2][2], sM[3][2],
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// sM[0][3], sM[1][3], sM[2][3], sM[3][3]);
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// }
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mat4 fuckAroundAndFindOut(mat4 sM) {
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// return mat4(
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// sM[0][0], sM[1][0], sM[2][0], sM[0][3],
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// sM[0][1], sM[1][1], sM[2][1], sM[1][3],
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// sM[0][2], sM[1][2], sM[2][2], sM[2][3],
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// sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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return mat4(
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sM[0][0], sM[0][1], sM[0][2], sM[0][3],
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sM[1][0], sM[1][1], sM[1][2], sM[1][3],
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sM[2][0], sM[2][1], sM[2][2], sM[2][3],
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sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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// return mat4(
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// sM[0][0], sM[1][0], sM[0][2], sM[0][3],
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// sM[0][1], sM[1][1], sM[1][2], sM[1][3],
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// sM[2][0], sM[2][1], sM[2][2], sM[2][3],
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// sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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// return mat4(
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// sM[0][0], sM[0][1], sM[2][0], sM[0][3],
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// sM[1][0], sM[1][1], sM[2][1], sM[1][3],
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// sM[0][2], sM[1][2], sM[2][2], sM[2][3],
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// sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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// return mat4(
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// sM[0][0], sM[0][1], -sM[0][2], sM[0][3],
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// sM[1][0], sM[1][1], sM[1][2], sM[1][3],
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// -sM[2][0], sM[2][1], sM[2][2], sM[2][3],
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// sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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// mat4 fuckAroundAndFindOut(mat4 sM) {
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// // return mat4(
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// // sM[0][0], sM[1][0], sM[2][0], sM[0][3],
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// // sM[0][1], sM[1][1], sM[2][1], sM[1][3],
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// // sM[0][2], sM[1][2], sM[2][2], sM[2][3],
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// // sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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// return mat4(
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// -sM[0][0], -sM[0][1], -sM[0][2], -sM[0][3],
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// sM[1][0], sM[1][1], sM[1][2], sM[1][3],
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// -sM[2][0], -sM[2][1], -sM[2][2], -sM[2][3],
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// sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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// // return mat4(
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// // sM[0][0], sM[1][0], sM[0][2], sM[0][3],
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// // sM[0][1], sM[1][1], sM[1][2], sM[1][3],
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// // sM[2][0], sM[2][1], sM[2][2], sM[2][3],
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// // sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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// // return mat4(
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// // sM[0][0], sM[0][1], sM[2][0], sM[0][3],
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// // sM[1][0], sM[1][1], sM[2][1], sM[1][3],
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// // sM[0][2], sM[1][2], sM[2][2], sM[2][3],
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// // sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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// // return mat4(
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// // sM[0][0], sM[0][1], -sM[0][2], sM[0][3],
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// // sM[1][0], sM[1][1], sM[1][2], sM[1][3],
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// // -sM[2][0], sM[2][1], sM[2][2], sM[2][3],
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// // sM[3][0], sM[3][1], sM[3][2], sM[3][3]);
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}
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// }
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void main() {
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@ -96,13 +104,13 @@ void main() {
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vec4 pos = vec4(
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2.*(position.x / float(width)) - 1.,
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2.*(position.y / float(height)) - 1.,
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-1., //mix(1., -1., depth),
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mix(1., -1., depth),
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1.0
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);
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//vec4 pos2 = pos;
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// First undo projection, then undo view, then below model is undone; flip the Y and Z vectors since WebGL is right handed
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vec4 pos2 = fuckAroundAndFindOut(c2wm) * inverse(prjm) * pos; // order matters here! Parentheses do not
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vec4 pos2 = unity_to_opengl(c2wm) * inverse(prjm) * pos; // order matters here! Parentheses do not
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pos2.xyz *= boxSize;
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// pos2 = pos2 * vec4(20000., 20000., 20000., 20000.); // bad idea! the last point needs to be 1 for translation to work
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