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- float u = fragCoord.x / iResolution.x * 2.0 - 1.0;
- float v = fragCoord.y / iResolution.y * 2.0 - 1.0;
- vec3 eye = vec3();
- vec3 tar = vec3();
- vec3 dir = normalize(tar - eye);
- vec3 right = normalize(cross(vec3(0, 1, 0), dir));
- vec3 up = cross(dir, right);
- vec3 ro = eye;
- vec3 rd = normalize(dir + right*u + up*v);
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