+Ray Camera::Aim() const {
+ const glm::mat4 inv_vp(glm::inverse(vp));
+ glm::vec4 from = inv_vp * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
+ from /= from.w;
+ glm::vec4 to = inv_vp * glm::vec4(0.0f, 0.0f, 1.0f, 1.0f);
+ to /= to.w;
+ return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
+}