Horde3Dhttp://horde3d.org/forums/ Some trouble to reconstruct World Position from Depthhttp://horde3d.org/forums/viewtopic.php?f=2&t=1664 Page 1 of 1

 Author: ArthurD [ 27.04.2012, 20:01 ] Post subject: Some trouble to reconstruct World Position from Depth Hello everyone,I am asking here for help as I have been working on a very simple way to reconstruct the World Position from the Depth buffer inside the lighting pass of the deferred renderer, and I can't seem to find what is wrong.Here is the code, this is the main function from the FS_LIGHTING shader to which I have simply added uniform mat4 viewProjMatInv; to get the Inverse View Projection Matrix.I have also bound the depth buffer in the pipeline through .Code:void main( void ){   vec2 fragCoord = (vpos.xy / vpos.w) * 0.5 + 0.5;      if( getMatID( fragCoord ) == 1.0 )   // Standard phong material   {      // World Position taken from the GBuffer for comparison      vec3 posR = getPos( fragCoord ) + viewerPos;      float z = texture2D( depthBuf, fragCoord ).r;            // Get x/w and y/w from the viewport position      float x = fragCoord.x * 2 - 1;      float y = fragCoord.y * 2 - 1;      vec4 vProjectedPos = vec4(x, y, z, 1.0f);            // Transform by the inverse projection matrix      vec4 vPositionVS = mul(vProjectedPos, viewProjMatInv);        // Divide by w to get the view-space position and visualize the World Position      gl_FragColor.rgb = vPositionVS.xyz / vPositionVS.w;   }   else discard;}So I build the position of the pixel in Projected Space [-1;1]*[-1;1]*[-1;1] and through the matrix multiplication, I should go back to the World Position.Even though every step seems to do what I expect, the Transform does not give me the correct World Position, any comments on something I do wrong or a false assumption is welcome!Thank you

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