Converted rendering engine to reverse-z

This commit is contained in:
TriVoxel
2025-04-29 14:33:13 -06:00
parent 0cdb90bdb8
commit 5b5de92890
16 changed files with 151 additions and 124 deletions

View File

@ -23,8 +23,8 @@ void main() {
// fullscreen triangle: http://de.slideshare.net/DevCentralAMD/vertex-shader-tricks-bill-bilodeau
// gl_Position = vec4((gl_VertexID % 2) * 4.0 - 1.0, (gl_VertexID / 2) * 4.0 - 1.0, 0.0, 1.0);
// NDC (at the back of cube)
vec4 v = vec4(pos.x, pos.y, 1.0, 1.0);
// For reverse-Z, the “far” plane lives at NDC z = 0
vec4 v = vec4(pos.x, pos.y, 0.0, 1.0);
v = vec4(invVP * v);
v.xyz /= v.w;
viewRay = v.xyz - eye;

View File

@ -19,8 +19,9 @@ void main() {
gl_Position = vec4(pos.xy, 0.0, 1.0);
// NDC (at the back of cube)
vec4 v = vec4(pos.x, pos.y, 1.0, 1.0);
v = vec4(invP * v);
// For reverse-Z, far plane sits at NDC z = 0
vec4 clip = vec4(pos.x, pos.y, 0.0, 1.0);
vec4 v = invP * clip;
// reconstruct a viewspace direction
viewRay = vec3(v.xy / v.z, 1.0);
}