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UV coordinates for shadowmapping are usualy calculated from world place. I wish to make it complient with my SSR pipeline made in view house. So is it attainable to calculate the shadowmap uv coordinate from recovered viewspace place?
Curently I’m retriving viewspace place for my lighting made complient with SSR utilizing viewspace normals. Now I wish to use the identical viewspace place to calculate the uv coordinates for shadowmaps (and particularly shadowcubemap).
Alternatively I’ve began to put in writing a SSR pipeline beginning with world house knowledge however it’s slower most likely as a result of I’ve to make use of a mul(float4, matrix) to get again the world place. In view house the calcul is shorter with a single appropiate float4 for my InvProj matrix.
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