working generating camera rays from view and proj matrices
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@@ -4,14 +4,6 @@ layout(location=0) in vec3 in_position;
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layout(location=1) in vec2 in_uv;
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layout(location=0) out vec2 vert_uv;
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layout(set=1, binding=0) uniform Uniforms
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{
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mat4 view; // world to camera
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mat4 proj; // camera to screen
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mat4 proj_inv; // screen to camera
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vec3 cam_pos; // camera position
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};
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void main()
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{
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vert_uv = in_uv;
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