#include "Defines.hlsli" //assumes ProperfloatTexCoords float3 ToVpos(float2 texCoord) { //Get proper UV float2 UV = float2(texCoord) / float2(Pixels); float4 ViewPos; // Get the depth value for this pixel ViewPos.z= DepthTexture[texCoord].x; //Get X/w ViewPos.x = UV.x * 2 - 1; //Get Y/w ViewPos.y = 1 - 2 * UV.y; ViewPos.w = 1; //Un project ViewPos = mul(ViewPos, InvProj); return ViewPos.xyz / ViewPos.w; }