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// (position = positionWS) => (clipSpaceTransform = UNITY_MATRIX_VP) |
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float2 ComputeNormalizedDeviceCoordinates(float3 position, float4x4 clipSpaceTransform = k_identity4x4) |
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{ |
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return ComputeNormalizedDeviceCoordinatesWithZ(position, clipSpaceTransform); |
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return ComputeNormalizedDeviceCoordinatesWithZ(position, clipSpaceTransform).xy; |
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} |
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float3 ComputeViewSpacePosition(float2 positionNDC, float deviceDepth, float4x4 invProjMatrix) |
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