- const float FarClip = 1000.0;
- const float NearClip = 0.01;
- vec3 uvToEye(vec2 texCoord,float z)
- {
- // convert texture coordinate to homogeneous space
- vec2 xyPos = (texCoord*2.0 -1.0);
- float a = FarClip/(FarClip-NearClip);
- float b = FarClip*NearClip/(NearClip-FarClip);
- float rd=b/(z-a);
- return vec3(xyPos,-1.0)*rd;
- }