Pixel position in world space from fragment postprocess shader issue

Welcome aboard!

The depth renderer is rendering linear depth in the depth texture by default but you would need the non linear z value if you use it “as is” as the z NDC coordinate. You can instruct the depth renderer to render non linear z values by passing true as the second parameter to enableDepthRenderer:

Note I’m not quite sure what you want to achieve with the vectorToPixel computation, I’m just returning the world space coordinate.

If you want to use linear z values instead you can compute the world coordinate like this:

2 Likes