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OpenGL ZBuffer to Worldspace Z Coordinate in the Shader GLSL

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Took me a while in the past days, so to help others, I share the shader code

uniform sampler2D depthtex;
uniform float scr_x; // screen width
uniform float scr_y; // screen height
uniform float projectionmatrix_10; // projectionmatrix[10]
uniform float projectionmatrix_14; // projectionmatrix[14]
float zbuf = texture(depthtex, vec2(float(gl_FragCoord.x)/scr_x ,float(gl_FragCoord.y)/scr_y));
float a= projectionmatrix_10 ,b= projectionmatrix_14;
float realz = b / ( - (2.0*zbuf -1) - a );
a and b are as here
Edited by spacerat

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