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Solved: Get World Coords in Post Process


Klaas
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hi

vec3 pos1 =  (world*vPosition).xyz;  // world position in the Fragment SHader
   
   if(gl_FragCoord.y > 0.)
     pos1 =  vPosition.xyz; 

    gl_FragColor = vec4( pos1, 1. );

http://www.babylonjs.com/cyos/#13EJWN

if you don't change your mesh position (or  rotation or scaling ) world position  = Local Position

so both is same result

http://www.babylonjs-playground.com/#1YR2VY#1

http://www.babylonjs-playground.com/#1YR2VY#3 // with rotation and scale

 

you dont have this data in postprocess but we can calculate that with color System

this is not exactly result . 

detect world Position in postprocess 

we use one render target so we have limitaion for x , y , z   0 -> 255

and when you use this range you have exactly position (no float point )

http://www.babylonjs-playground.com/#1YR2VY#10

for understanding shader Builder : 

 

 

 

 

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Hi there,
thanks for your help! But the main reason why all my efforts weren't lucky is that the OpenGL projection matrix gives out non linear depth informations.

Why? I dont know! Perhaps they made it so that near objects had a better z-resolution.

So i'd had to modifiy the depthmap renderer to get my linear depth value.

This is the Vertex-Shader

// Attribute
attribute vec3 position;
attribute vec3 normal;
#include<bonesDeclaration>

// Uniform
#include<instancesDeclaration>

uniform mat4 viewProjection;
uniform mat4 view;
varying vec4 worldCoords; //world coordinates for the fragment shader
varying vec3 vNormalW; //normal of surface for the fragment shader

#if defined(ALPHATEST) || defined(NEED_UV)
varying vec2 vUV;
uniform mat4 diffuseMatrix;
#ifdef UV1
attribute vec2 uv;
#endif
#ifdef UV2
attribute vec2 uv2;
#endif
#endif

void main(void)
{
	#include<instancesVertex>
	
	#include<bonesVertex>
	
		gl_Position = viewProjection * finalWorld * vec4(position, 1.0);

		//here i get the vertex world position
		worldCoords = view * finalWorld * vec4(position, 1.0);

		//here i get the surface normal
		vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
	
	#if defined(ALPHATEST) || defined(BASIC_RENDER)
	#ifdef UV1
		vUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
	#endif
	#ifdef UV2
		vUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
	#endif
	#endif
}

and here the fragment shader ... were all the magic happens ...

The Fragment Shader

varying vec4 worldCoords;
varying vec3 vNormalW;
#ifdef ALPHATEST
varying vec2 vUV;
uniform sampler2D diffuseSampler;
#endif

uniform float far;

void main(void)
{
#ifdef ALPHATEST
	if (texture2D(diffuseSampler, vUV).a < 0.4)
		discard;
#endif

	//i only need the depth value ....
	gl_FragColor.a = abs(worldCoords.z) / far;
	// so i could use the rest of the color channels to store the surface normal
	gl_FragColor.xyz = (vNormalW.xyz + 1.0) / 2.0;
}

... and then in my post process ...

Post Process Fragment Shader

// Parameters
uniform vec3 extends; //the maximal values in x,y and z direction 
uniform mat4 mView; //inverted view matrix

.
.
.

void main(void){
	gl_FragColor = texture2D(textureSampler, vUV);

	//depth renderer output
	vec4 pInfo = texture2D(depthSampler, vUV);

	vec4 d;
	//bring the 0 to 1 viewport coords to -1 to 1 and multiply by depth 
	//this gives you the clipspace coords
	d.xy = (vUV.xy * 2.0 - 1.0) * pInfo.a; 
	

	//the linear clipspace coords multiplied by the directional maximals
	//this gives you the view coords
	d.xy *= extends.xy;
	d.z = pInfo.a * extends.z;
	d.w = 1.0;
	
	//view coords multiplied by the inverted view matrix
	//this gives you woorld coords
	vPositionW = vec4(mView * d).xyz;

	
	//decode normal
	vec3 vNormalW = pInfo.xyz * 2.0 - 1.0; 

... so it all come out nicely. It even gives me the space for the surface normal wich i can now use to make some nice post effect lighting!

ScreenShot 005 RTS - Google Chrome.jpg

this is a very early screenshot of my project. The layered fog, volumetric pointlights, beams, beamlights and unit range marker are drawn in the posteffect.

greetings,
Klaas
 

UPDATE:
I've meant the "projection Matrix" is non linear ... not the viewport matrix!

 

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