So I guees I have to also do this:
from:
//From [0,1] to [-1,-1] in xyz float3 ndcPos = (float3(texCoord.x, 1 - texCoord.y, depth2) - 0.5) * 2.0;
to:
//From [0,1] to [-1,1] only in xy, z stays in [0,1] float3 ndcPos = float3(texCoord.x, 1 - texCoord.y, depth2); ndcPos.xy = (ndcPos.xy - 0.5) * 2;
But this ^ and changing C to zNear*zFar sadly doesn't produce correct results. : /
Edit: For generating projection matrix I use D3DXMatrixPerspectiveFovRH (right handed coordinate system).

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