Calculating Far Frustum Corners in Pixel Shader

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1 comment, last by Aqua Costa 11 years, 11 months ago
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 VS(VS_IN vIn)
{
VS_OUT vOut;

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

#ifdef DIRECTIONAL_LIGHT
vOut.positionVS = mul(float4(vIn.posL, 1.0f), gInvView);
#else
vOut.positionVS = mul(float4(vIn.posL, 1.0f), gWorld).xyz;
#endif

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...
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(-1, -1, 1), ... are in NDC space.

NDC -> VS

float3 ndc = //....
float4 hcs = float4(ndc, 1) * invProj
float3 vs = hcs.xyz / hcs.w
Thanks I totally forgot to do the w-divide.

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