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Aqua Costa

Calculating Far Frustum Corners in Pixel Shader

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Aqua Costa    3691
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[url=""] MJP's article[/url]:

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...

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