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# Objective Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera). ## Solution Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform --- ## Changelog ### Added `inverse_projection` and `inverse_view_proj` fields to shader view uniform ## Note It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks! |
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