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++ VARYING vec3 pos;
++ VARYING vec3 rayDir;
++
++ void MAIN() {
++ POSITION = MODELVIEWPROJECTION_MATRIX * vec4(VERTEX, 1.0);
++
++ highp vec3 minBoundsNorm = minBounds;
++ highp vec3 maxBoundsNorm = maxBounds;
++
++ // Y and Z are flipped in bounds to be directly usable in texture calculations,
++ // so flip them back to normal for position calculations
++ minBoundsNorm.yz = -minBoundsNorm.yz;
++ maxBoundsNorm.yz = -maxBoundsNorm.yz;
++
++ minBoundsNorm = 0.5 * (minBoundsNorm + 1.0);
++ maxBoundsNorm = 0.5 * (maxBoundsNorm + 1.0);
++
++ pos = VERTEX
++ + ((1.0 - VERTEX) * minBoundsNorm)
++ - ((1.0 + VERTEX) * (1.0 - maxBoundsNorm));
++
++ if (useOrtho) {
++ vec3 camPos = (inverse(MODELVIEWPROJECTION_MATRIX) * vec4(0.0, 0.0, 1.0, 1.0)).xyz;
++ camPos = -(camPos
++ + ((1.0 - camPos) * minBoundsNorm)
++ - ((1.0 + camPos) * (1.0 - maxBoundsNorm)));
++
++ rayDir = -(camPos - pos);
++ } else {
++ vec3 camPos = (inverse(MODEL_MATRIX) * vec4(CAMERA_POSITION, 1.0)).xyz;
++ camPos = camPos
++ + ((1.0 - camPos) * minBoundsNorm)
++ - ((1.0 + camPos) * (1.0 - maxBoundsNorm));
++
++ rayDir = -(camPos - pos);
++ }
++
++ // Flip Y and Z so QImage bits work directly for texture and first image is in the front
++ rayDir.yz = -rayDir.yz;
++ pos.yz = -pos.yz;
++ }