from /= from.w;
glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
to /= to.w;
return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
}
from /= from.w;
glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
to /= to.w;
return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
}