Add inverse_projection and inverse_view_proj fields to shader view uniform (#5119)
# Objective Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera). ## Solution Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform --- ## Changelog ### Added `inverse_projection` and `inverse_view_proj` fields to shader view uniform ## Note It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks!
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@ -2,9 +2,11 @@
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struct View {
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view_proj: mat4x4<f32>;
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inverse_view_proj: mat4x4<f32>;
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view: mat4x4<f32>;
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inverse_view: mat4x4<f32>;
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projection: mat4x4<f32>;
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inverse_projection: mat4x4<f32>;
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world_position: vec3<f32>;
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width: f32;
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height: f32;
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@ -84,9 +84,11 @@ pub struct ExtractedView {
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#[derive(Clone, ShaderType)]
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pub struct ViewUniform {
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view_proj: Mat4,
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inverse_view_proj: Mat4,
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view: Mat4,
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inverse_view: Mat4,
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projection: Mat4,
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inverse_projection: Mat4,
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world_position: Vec3,
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width: f32,
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height: f32,
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@ -138,14 +140,17 @@ fn prepare_view_uniforms(
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view_uniforms.uniforms.clear();
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for (entity, camera) in views.iter() {
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let projection = camera.projection;
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let inverse_projection = projection.inverse();
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let view = camera.transform.compute_matrix();
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let inverse_view = view.inverse();
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let view_uniforms = ViewUniformOffset {
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offset: view_uniforms.uniforms.push(ViewUniform {
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view_proj: projection * inverse_view,
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inverse_view_proj: view * inverse_projection,
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view,
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inverse_view,
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projection,
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inverse_projection,
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world_position: camera.transform.translation,
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width: camera.width as f32,
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height: camera.height as f32,
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