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JPulham

view vector and fullscreen quad

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JPulham    120
I am trying to compute the view vector for a simple GLSL raycaster. I know how to compute the view vector in the vertex shader for a normal object, but how do I do it with a fullscreen quad? I assume I have to use the inverse projection matrix or something to unproject a screen point, but can't seem to find what I need. Cheers.

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