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source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl
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| vec3 background_transform_to_world(vec3 viewvec) | vec3 background_transform_to_world(vec3 viewvec) | ||||
| { | { | ||||
| vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); | vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); | ||||
| vec4 co_homogenous = (ProjectionMatrixInverse * v); | vec4 co_homogeneous = (ProjectionMatrixInverse * v); | ||||
| vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); | vec4 co = vec4(co_homogeneous.xyz / co_homogeneous.w, 0.0); | ||||
| return (ViewMatrixInverse * co).xyz; | return (ViewMatrixInverse * co).xyz; | ||||
| } | } | ||||
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