maciek.mostowski Posted February 5, 2014 Share Posted February 5, 2014 Another similar question. From my understunding depth = getDeferredDepth(deferred_depth)*s_depth_range.y returns distance betwen camera position and the point (even in ortho). Unlike "traditional" depth values which return z values in the camera cordinates. How to reconstruct z values in eye cordinates? The method i invented was doing that was multiplying inverseProjectionMatrix to the point (IN.texcoord_0.x*2.0 - 1.0 ,2.0 * (1.0 - IN.texcoord_0.y) -1.0, 0.0, 1.0 ). (obtained y,x values doesn't depend from depth value) In obtained vertex values vertex.x / vertex.w , vertex.x/vertex.w are x and y cordinates of the point in eye space. so z*z will be equal to depth*depth - x*x - y*y.. It's not very straight forward method. Is there any easier way to do that in unigine? Link to comment
frustum Posted February 6, 2014 Share Posted February 6, 2014 data/samples/shaders/post_coordinate_00 sample reconstructs world coordinate from the deferred depth buffer. Link to comment
maciek.mostowski Posted February 6, 2014 Author Share Posted February 6, 2014 Ok thanks, my previous calculations were wrong. Its a bit cryptic - position reconstruction in unigine. Link to comment
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