I'm trying to implement a very simple ray tracing function but I have a problem with projecting the camera ray (from camera to pixel) to the world space.
In the screen coordinates have the pixel position (between -1,-1 and 1,1), the field of view (45°). My course tells me that the direction of my ray is
vec3 screenDir = (screen_x, screen_y, -1/tan(fovy)) = (screen_x, screen_y, -1)
So this should give me the direction of the camera ray in screen coordinates.
After that I multiply the direction by the inverse of my ModelViewProjection matrix and divide by the w component:
vec4 worldDir = inverse(MVP) * vec4(screenDir, 1.0);
worldDir /= worldDir.w;
vec3 d = normalize(worldDir.xyz);
In theory this should be my ray direction in world space.
I have implemented a small plane-intersection formula to check if this works but the result is completely false (I get a small circle that stays bellow my camera)
float t = dot((cam_pos - pointOnPlane), planeNormal) / dot(d, planeNormal);
vec3 intersection = cam_pos + t * d;
vec4 test = MVP * vec4(intersection, 1.0);
test /= test.w;
if(distance(screen_coord, test.xy)<0.1)
color = vec3(1.0);
Is there a problem with my code ? I've read so many tutorial and courses and forum posts and I don't understand why my code doesn't work...