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Reversed Z + infinite far plane projection matrices with GLM
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// these matrices are for left-handed coordinate systems, with depth mapped to [1;0] | |
// the derivation for other matrices is analogous | |
// to get a perspective matrix with reversed z, simply swap the near and far plane | |
glm::mat4 perspectiveFovReverseZLH_ZO(float fov, float width, float height, float zNear, float zFar) { | |
return glm::perspectiveFovLH_ZO(fov, width, height, zFar, zNear); | |
}; | |
// now let zFar go towards infinity | |
glm::mat4 infinitePerspectiveFovReverseZLH_ZO(float fov, float width, float height, float zNear) { | |
const float h = glm::cot(0.5f * fov); | |
const float w = h * height / width; | |
glm::mat4 result = glm::zero<glm::mat4>(); | |
result[0][0] = w; | |
result[1][1] = h; | |
result[2][2] = 0.0f; | |
result[2][3] = 1.0f; | |
result[3][2] = zNear; | |
return result; | |
}; |
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// unproject depth, assuming the matrix produced by infinitePerspectiveFovReverseZLH_ZO | |
// from screen space depth in [1;0] (gl_FragCoord.z or depth buffer value) | |
float screen_to_eye_depth(float z, float near) | |
{ | |
return near / z; | |
} |
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