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Thanks @DMGregory for the pointer in the comments. I'm constructing a fullscreen quad at (x, y, -1, 1) in NDC. Notice z = -1 is the near plane in NDC (left-handed unlike normal coordinate systems in OpenGL-land). In the vertex shader: attribute vec2 aVertexPosition; uniform mat4 uInvViewMatrix; uniform mat4 uInvProjMatrix; varying vec3 vZNearPos; varying ...


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