{"type":"rich","blog_title":"OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0","width":"100%","categories":[],"author_name":"hanecci","author_url":"https://blog.hatena.ne.jp/hanecci/","description":"If you write some screen-space shaders, often you have to get the position in world space or position in view space. And they are reconstructed from the depth buffer in most cases.They are many ways to do it, and this good article explain it well. Danzer Zone : Scintillating Snippets: Reconstructing\u2026","url":"https://hanecci.hatenadiary.org/entry/20120929","blog_url":"https://hanecci.hatenadiary.org/","version":"1.0","title":"Visualization of linear depth","provider_url":"https://hatena.blog","height":"190","provider_name":"Hatena Blog","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/h/hanecci/20120929/20120929220337.jpg","published":"2012-09-29 00:00:00","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20120929\" title=\"Visualization of linear depth - OLD hanecci\u2019s blog : \u65e7 \u306f\u306d\u3063\u3061\u30d6\u30ed\u30b0\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>"}