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Postprocess reflections needs position texture or inverseprojectionmatrix


shadmar
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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

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The lighting shaders reconstruct the camera space position from the depth and screen position. The function is like DepthToZPosition() or something like that.

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Now THAT would be really cool, shad!

 

+ 1000! rolleyes.gif

 

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