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screenToWorld shader function


Josh
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Useful little function for getting global position of a pixel:

vec3 screenToWorld(in vec3 screencoord)
{
vec4 coord = vec4(((screencoord.x/buffersize.x)-0.5) * 2.0 * (buffersize.x/buffersize.y),((-screencoord.y/buffersize.y)+0.5) * 2.0,screencoord.z,1.0f);
coord.x *= coord.z / camerazoom;
coord.y *= coord.z / camerazoom;
return (cameramatrix * coord).xyz;
}

 

Usage:

	float depth = texelFetch(texture0, ivec2(texcoord*buffersize*AO_DOWNSAMPLING), 0).x;

vec3 worldCoord = screenToWorld(vec3(gl_FragCoord.xy,depthToPosition(depth,camerarange)))*1.0;

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