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Get Pixel Height (PostProcess)


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this is how to calculate the pixel position in world coords:


//needed uniforms in eg postfilter.frag
uniform vec3 cameraposition;
uniform mat4 cameramatrix;

vec3 screencoord;
vec4 fogcoord;

screencoord = vec3(((gl_FragCoord.x/buffersize.x)-0.5) * 2.0,((-gl_FragCoord.y/buffersize.y)+0.5) * 2.0 / (buffersize.x/buffersize.y),DepthToZPosition( depth ));
screencoord.x *= screencoord.z;
screencoord.y *= -screencoord.z;

vec4 worldpos = vec4(screencoord,1.0) * cameramatrix;

worldpos += vec4(cameraposition,0.0);


Needed Shader variables to be set

SetShaderMat4(postfilter , "cameramatrix" , GetEntityMatrix(Camera).Inverse() ) ;

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