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You should scale your UV (float2 uv) to range [-1,+1] per x,y component. Now you are passing probably UV in range [0,+1]. Also don't forget to flip y coordinate. It should looks like something: float3 GetWP(float2 uv, float sceneDepth) { uv.y = 1-uv.y; //flipping y uv = uv*2-1; // scaling to [-1,+1] float4 position = float4(uv, sceneDepth, 1.0);...

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