/* 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); }