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float const depthGL = read_imagef (depthImage, depthSampler, (int2) (x, y)).x; // in range [0,1] | |
float2 const pixel = (float2) ( (x + 0.5f) / (float) imageSizeX, | |
(y + 0.5f) / (float) imageSizeY); // in range [0,1] | |
float4 point_NDC = (float4) ( 2.0f * pixel.x - 1.0f, // in range [-1,1] | |
2.0f * pixel.y - 1.0f, // in range [-1,1] | |
2.0f * depthGL - 1.0f, // in range [-1,1] | |
1.0f); | |
point_NDC.z -= 1.25e-6f; // apply constant polygon offset for OpenGL depth | |
float4 const point_WORLD = matVecMult (trsf_NDC_WORLD, point_NDC); | |
float const rayTime = depthGL < 1.f ? length (point_WORLD.xyz / point_WORLD.w - ray.Origin.xyz) : BIGFLOAT; |
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