12 years, 8 months ago
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Community contributions featuredYou are right. Sorry, I haven't read the last reply of Endemoniada and found it quite strange that FarZ is hardcoded in the shader.
12 years, 8 months ago
12 years, 8 months ago
If you divide your linear depth by FarZ, why don't you multiply the reconstructed depth by the same value?
12 years, 8 months ago
14 years, 10 months ago
What about: Vec4 vecVS(0, 0, -10, 1); Vec4 vecProj = projMat * vecVS ; //Or someting like : vecProj = vecVS * transpose(projMat) ?
14 years, 10 months ago
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See all in DiscussionsYou are right. Sorry, I haven't read the last reply of Endemoniada and found it quite strange that FarZ is …
12 years, 8 months ago
If you divide your linear depth by FarZ, why don't you multiply the reconstructed depth by the same value?
12 years, 8 months ago
What about: Vec4 vecVS(0, 0, -10, 1); Vec4 vecProj = projMat * vecVS ; //Or someting like : vecProj = …
14 years, 10 months ago