I want to restore the worldposition.xyz from any pixel of a rendered image for postprocessing. With the help of the example from three.js i reconstructed the depth value. I think that i am close to my goal. Does anyone know how i can reconstruct the world positions from the vUv and the depth value?
depthShader = {
uniforms: {
'tDiffuse': { value: null },
'tDepth': { value: null },
'cameraNear': { value: 0 },
'cameraFar': { value: 0 },
},
vertexShader:`
varying vec2 vUv;
void main() {
vUv = uv;
vec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * modelViewPosition;
}`,
fragmentShader:`
#include <packing>
uniform sampler2D tDiffuse;
uniform sampler2D tDepth;
uniform float cameraNear;
uniform float cameraFar;
varying vec2 vUv;
float readDepth( sampler2D depthSampler, vec2 coord ) {
float fragCoordZ = texture2D( depthSampler, coord ).x;
float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
}
void main() {
float depth = readDepth(tDepth, vUv);
vec4 color = texture2D(tDiffuse, vUv);
gl_FragColor.rgb = 1.0 - vec3( depth );
}`
};
float clipW = cameraProjection[2][3] * viewZ + cameraProjection[3][3];
vec4 clipPosition = vec4( ( vec3( gl_FragCoord.xy / viewport.zw, depth ) - 0.5 ) * 2.0, 1.0 );
clipPosition *= clipW;
vec4 viewPosition = inverseProjection * clipPosition;
vec4 vorldPosition = cameraMatrixWorld * vec4( viewPosition.xyz, 1.0 );