2a1623d8ca
Also use the opportunity to use UBO where possible.
9 lines
348 B
GLSL
9 lines
348 B
GLSL
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix)
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{
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vec4 pos = 2.0 * vec4(uvDepth, 1.0) - 1.0f;
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pos.xy *= vec2(InverseProjectionMatrix[0][0], InverseProjectionMatrix[1][1]);
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pos.zw = vec2(pos.z * InverseProjectionMatrix[2][2] + pos.w, pos.z * InverseProjectionMatrix[2][3] + pos.w);
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pos /= pos.w;
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return pos;
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}
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