diff --git a/libraries/render-utils/src/DeferredTransform.slh b/libraries/render-utils/src/DeferredTransform.slh index 59ba0a1b36..6b0e1cd642 100644 --- a/libraries/render-utils/src/DeferredTransform.slh +++ b/libraries/render-utils/src/DeferredTransform.slh @@ -122,16 +122,12 @@ float evalZeyeFromZdb(float depth) { return frameTransform._depthInfo.x / (depth * frameTransform._depthInfo.y + frameTransform._depthInfo.z); } -vec3 evalEyeNormal(vec3 C) { - return normalize(cross(dFdx(C), dFdy(C))); +float evalZdbFromZeye(float Zeye) { + return (frameTransform._depthInfo.x - Zeye * frameTransform._depthInfo.z) / (Zeye * frameTransform._depthInfo.y); } -vec3 evalEyePositionFromZeye(int side, float Zeye, vec2 texcoord) { - // compute the view space position using the depth - // basically manually pick the proj matrix components to do the inverse - 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]; - 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]; - return vec3(Xe, Ye, Zeye); +vec3 evalEyeNormal(vec3 C) { + return normalize(cross(dFdx(C), dFdy(C))); } vec3 evalEyePositionFromZdb(int side, float Zdb, vec2 texcoord) { @@ -142,6 +138,11 @@ vec3 evalEyePositionFromZdb(int side, float Zdb, vec2 texcoord) { return eyePos.xyz / eyePos.w; } +vec3 evalEyePositionFromZeye(int side, float Zeye, vec2 texcoord) { + float Zdb = evalZdbFromZeye(Zeye); + return evalEyePositionFromZdb(side, Zdb, texcoord); +} + ivec2 getPixelPosTexcoordPosAndSide(in vec2 glFragCoord, out ivec2 pixelPos, out vec2 texcoordPos, out ivec4 stereoSide) { ivec2 fragPos = ivec2(glFragCoord.xy);