15 years, 10 months ago
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15 years, 10 months ago
15 years, 10 months ago
Hi everyone, I am computing z coord. of view space normal in shader (sqrt (1.0 - x*x - Y*y))Problem is that it assumes that normal is facing camera otherwise you get wrong z (in…
15 years, 10 months ago
Hi, guys. I have problem with reconstruction of world-space position from depth. I have already spend few days trying to find what I made wrong. There is what I do : gl_ClipVert…
15 years, 10 months ago
I solved the problem. Ratio of angles is not the same as ratio of triangle side computed from. Stupid bullshit but I will remember it forever.
15 years, 10 months ago
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See all in DiscussionsHi everyone, I am computing z coord. of view space normal in shader (sqrt (1.0 - x*x - Y*y))Problem is …
15 years, 10 months ago
I solved the problem. Ratio of angles is not the same as ratio of triangle side computed from. Stupid bullshit …
15 years, 10 months ago
This is my view-space position reconstruction : // VIEW POSITION vec3 viewpos = vec3 (depth * vec2 (farw, farh) * …
15 years, 10 months ago