/* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer * we change the factors from the article to fit the OpennGL model. */ #ifdef PERSP_MATRIX /* perspective camera code */ vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth) { float d = 2.0 * depth - 1.0; float zview = -gl_ProjectionMatrix[3][2] / (d + gl_ProjectionMatrix[2][2]); return zview * (viewvec_origin + vec3(uvcoords, 0.0) * viewvec_diff); } vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth) { vec4 d = 2.0 * depth - vec4(1.0); /* return positive value, so sign differs! */ return vec4(gl_ProjectionMatrix[3][2]) / (d + vec4(gl_ProjectionMatrix[2][2])); } #else /* orthographic camera code */ vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth) { vec3 offset = vec3(uvcoords, depth); return vec3(viewvec_origin + offset * viewvec_diff); } vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth) { return -(near + depth * range); } #endif