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vec3 worldPosFromDepth(in vec2 texCoord, in sampler2D depthTex, in mat4 invView, in mat4 invProjection)
{
float z = texture(depthTex, texCoord).r * 2.0 - 1.0;
vec4 clipSpacePosition = vec4(texCoord * 2.0 - 1.0, z, 1.0);
vec4 viewSpacePosition = invProjection * clipSpacePosition;
viewSpacePosition /= viewSpacePosition.w;
vec4 worldSpacePosition = invView * viewSpacePosition;
return worldSpacePosition.xyz;
}
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