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Is it possible to get a pixel's world coordinate using depth buffer in DirectX?

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Now, I have a depth buffer render-target that has the same size with the screen. Then I can calculate a "pick up" ray from projection center to that pixel: (0, 0, 0) -> (px, py, 1) and then mult (px, py, 1) with zNear + depthVal * (zFar - zNear), to get the coordinate in eye space. but the coordinate doesn't seem to be correct... so, how to do it correctly? thanks for your help~~

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