Jump to content
  • Advertisement
Sign in to follow this  
Aqua Costa

Calculating Far Frustum Corners in Pixel Shader

This topic is 2357 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm trying to calculate the far frustum corners position in view space in the pixel shader but it's not working...

I'm following MJP's article:

So I draw a fullscreen quad with the following vertices:

PVertex vertices[] =
PVertex(-1.0f, -1.0f, 1.0f),
PVertex(-1.0f, 1.0f, 1.0f),
PVertex(1.0f, 1.0f, 1.0f),
PVertex(1.0f, -1.0f, 1.0f)

And the vertex shader looks like this:

VS_OUT vOut;

vOut.posH = float4(vIn.posL, 1.0f);

vOut.positionVS = mul(float4(vIn.posL, 1.0f), gInvView);
vOut.positionVS = mul(float4(vIn.posL, 1.0f), gWorld).xyz;

return vOut;

However positionVS gets values like: (-0.736, -0.414, 1.0); which is far from a far frustum corner position in view space...

Share this post

Link to post
Share on other sites
(-1, -1, 1), ... are in NDC space.


float3 ndc = //....
float4 hcs = float4(ndc, 1) * invProj
float3 vs = hcs.xyz / hcs.w

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!