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/* SPDX-FileCopyrightText: 2019-2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma BLENDER_REQUIRE(gpu_shader_material_transform_utils.glsl)
void camera(out vec3 outview, out float outdepth, out float outdist)
{
vec3 vP;
point_transform_world_to_view(g_data.P, vP);
vP.z = -vP.z;
outdepth = abs(vP.z);
outdist = length(vP);
outview = normalize(vP);
}