reconstructed world position from depth is wrong
I'm trying to implement deferred shading/lighting. In order to reduce the number/size of the buffers I use I wanted to use the depth texture to reconstruct world position later on. I do this by multiplying the pixel's coordinates with the inverse of the projection matrix and the inverse of the camera matrix. This sort of works, but the position is a bit off. Here's the absolute difference with a sampled world position texture: For reference, this is the code I use in the second pass fragment shader: vec2 screenPosition_texture = vec2((gl_FragCoord.x)/WIDTH, (gl_FragCoord.y)/HEIGHT); float