- vec2 texcoord = vec2(gl_TexCoord[0]);
 - vec4 vColor = texture2D(colorMap, texcoord);
 - float fDepth = texture2D(depthMap, texcoord).x;
 - vec4 vNormal = texture2D(normalMap, texcoord);
 - vNormal.xyz = vNormal.xyz * 2.0 - 1.0;
 - vec4 vVertex;
 - vVertex.xy = gl_TexCoord[0].st * 2.0 - 1.0 ;
 - vVertex.z = fDepth * 2.0 - 1.0;
 - vVertex.w = 1.0;
 - vVertex = proM * vVertex;
 - vVertex /= vVertex.w;
 - vec4 vEye;
 - vEye.xyz = vVertex.xyz * 1.00001;
 - vec4 posWorld = InvViewMat * vec4(vEye.xyz, 1.0);
 
