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test2/source/blender/gpu/shaders/material/gpu_shader_material_camera.glsl

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void camera(out vec3 outview, out float outdepth, out float outdist)
{
vec3 vP = transform_point(ViewMatrix, g_data.P);
vP.z = -vP.z;
outdepth = abs(vP.z);
outdist = length(vP);
outview = normalize(vP);
}