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- Fragment:
- // uClipPlaneConstants.x => uClipPlaneNear*uClipPlaneFar
- // uClipPlaneConstants.y => uClipPlaneFar-uClipPlaneNear
- // uClipPlaneConstants.z => uClipPlaneFar
- uniform vec3 uClipPlaneConstants;
- vec3 vertexViewSpace=vec3(vViewRayDirection.xy*(1.0/vViewRayDirection.z),1.0)*
- (uClipPlaneConstants.x/((texture2D(uTexDepth,vTexCoord).x*uClipPlaneConstants.y)-uClipPlaneConstants.z));
- Vertex:
- vViewRayDirection=(uInverseProjectionMatrix*vec4(gl_Position.xy,0.0,1.0)).xyz;
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