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NiteLordz

Recreating Depth Value

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i am working on improving my gbuffer and rendering. currently, i recreate my position using the Inverse View Projection. this works fine. however, reading thru a tutorial, and trying to implement his method, i have run into a problem. my shades do not use D3D10_SHADER_PACK_MATRIX_ROW_MAJOR flag, which the tutorial does. so i am assuming the problem lies somewhere in that issue.

inside the shader code, are the following segments, and i am hoping someone can help me port these over so that ROW_MAJOR is not required.

Snippet One
float3 ComputePositionViewFromZ(float2 positionScreen, float viewSpaceZ) {
float2 screenSpaceRay = float2(positionScreen.x / cCameraProj._11, positionScreen.y / cCameraProj._22);

float3 positionView;
positionView.z = viewSpaceZ;
// Solve the two projection equations
positionView.xy = screenSpaceRay.xy * positionView.z;

return positionView;
}


Snippet Two
float viewSpaceZ = cCameraProj._43 / (zBuffer - cCameraProj._33);

Thanks much in advance

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You can try reorganizing the constant buffers since they are my biggest source of unexpected behaviour.

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