shadmar Posted August 13, 2014 Share Posted August 13, 2014 I tried, but I couldn't compute the matrix correctly in order to reconstruct screenspace positions from depth. So I want to have positions as a texture or inverseprojectionmatrix as a uniform ...or any way to get screenspace positions you can think of. Then I hope I can create the shader. https://github.com/IanLilleyT/Real-Time-Reflections-OpenGL/tree/master/data/shaders 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Josh Posted August 13, 2014 Share Posted August 13, 2014 The lighting shaders reconstruct the camera space position from the depth and screen position. The function is like DepthToZPosition() or something like that. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ChrisV Posted August 13, 2014 Share Posted August 13, 2014 Now THAT would be really cool, shad! + 1000! Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3 Link to comment Share on other sites More sharing options...
shadmar Posted August 19, 2014 Author Share Posted August 19, 2014 Ah this is much simpler than going via the inverseprojectionmatrix, thanks! 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
Guppy Posted December 25, 2014 Share Posted December 25, 2014 Did you ever get this to work? Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
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