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Top of the line vs Old crap

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Ok here is my next try. I knew I missed something and I hope I finally got it.
First of all I'm using the output.Position.w value for the depth now so it looks like this:

output.Position.z = log(output.Position.w*0.001f + 1) / log(0.001f*FarPlane +1) * output.Position.w;

And here is the reconstruction code:

float4 mapValue = tex2D(DepthMapSampler, PSIn.texCoord + dimensionOffset);
float depth = mapValue.x;
depth = ((pow((0.001 * FarPlane) + 1, depth) - 1) / 0.001);
depth /=  (NearPlane*FarPlane/(FarPlane-NearPlane));
PSIn.ProjPos.xy *= depth;
float4 invProjPos = mul(PSIn.ProjPos ,xInvProjection);
invProjPos.z = -depth;
float4 worldPos = mul(invProjPos, xInvView);
worldPos /= worldPos.w;

The thing I missed was the division. Cameni gave me the hint when he said the w-component contains the view space depth and he is right it contains it but is not equal to it due to the projection matrix multiplication so you need to extract it before you can use it. Be careful with the signs. I'm using a right handed projection Matrix and I think you need to change them when using a lefthanded. It should be enough to add a negativ sign to the division.

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Wow, it actually works. I think that last line, the worldPos /= worldPos.w was the key. The depth /= (NearPlane*FarPlane/(FarPlane-NearPlane)) line doesn't seem to have any effect that I can notice though. Thanks for you help!

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So, how would we get something to look like this:

 

gallery_1_371_141239.png

gallery_1_371_169269.png

 

Their lights seem to... have a brighter center. How would we go about doing this? This is what ours looks like:

 

gallery_1_371_140597.png

 

We attempted to boost up the bloom to amplify it but our bloom either sucks or.... its just not working right. The bloom is MAXED btw. ( not ideal for getting the effect we might need in some locations )

 

gallery_1_371_101887.png

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You don't need to keep view space position for the logarithmic depth. You can use the value of w, since it contains the view space depth after projection:
output.Position.z = log(0.001 * output.Position.w + 1) / log(0.001 * FarPlane + 1) * output.Position.w;

That's because the projection matrix (D3DXMatrixPerspectiveFovLH) is:

w       0       0               0
0       h       0               0
0       0       zf/(zf-zn)      1
0       0       -zn*zf/(zf-zn)  0

And thus w ? z, w ends up with the view space depth.

 

Kinda off topic, i just saw your video of your engine. Fucking amazing! A job well done and thank you for the help with this. qui and you certainly have been a huge help.

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