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Fixed correct inverse projection matrix when computing from Zeye
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1 changed files with 9 additions and 8 deletions
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@ -122,16 +122,12 @@ float evalZeyeFromZdb(float depth) {
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return frameTransform._depthInfo.x / (depth * frameTransform._depthInfo.y + frameTransform._depthInfo.z);
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}
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vec3 evalEyeNormal(vec3 C) {
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return normalize(cross(dFdx(C), dFdy(C)));
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float evalZdbFromZeye(float Zeye) {
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return (frameTransform._depthInfo.x - Zeye * frameTransform._depthInfo.z) / (Zeye * frameTransform._depthInfo.y);
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}
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vec3 evalEyePositionFromZeye(int side, float Zeye, vec2 texcoord) {
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// compute the view space position using the depth
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// basically manually pick the proj matrix components to do the inverse
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float Xe = (-Zeye * (texcoord.x * 2.0 - 1.0) - Zeye * frameTransform._projection[side][2][0] - frameTransform._projection[side][3][0]) / frameTransform._projection[side][0][0];
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float Ye = (-Zeye * (texcoord.y * 2.0 - 1.0) - Zeye * frameTransform._projection[side][2][1] - frameTransform._projection[side][3][1]) / frameTransform._projection[side][1][1];
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return vec3(Xe, Ye, Zeye);
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vec3 evalEyeNormal(vec3 C) {
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return normalize(cross(dFdx(C), dFdy(C)));
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}
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vec3 evalEyePositionFromZdb(int side, float Zdb, vec2 texcoord) {
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@ -142,6 +138,11 @@ vec3 evalEyePositionFromZdb(int side, float Zdb, vec2 texcoord) {
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return eyePos.xyz / eyePos.w;
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}
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vec3 evalEyePositionFromZeye(int side, float Zeye, vec2 texcoord) {
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float Zdb = evalZdbFromZeye(Zeye);
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return evalEyePositionFromZdb(side, Zdb, texcoord);
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}
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ivec2 getPixelPosTexcoordPosAndSide(in vec2 glFragCoord, out ivec2 pixelPos, out vec2 texcoordPos, out ivec4 stereoSide) {
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ivec2 fragPos = ivec2(glFragCoord.xy);
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