Question about GetWorldPos from Transform.glsl

Hello, I need to calculate vertex position in world coordinates in my shader. For example, I want to flood fill all points, which X is greater than 10.0, with plain color .
My shader code:

#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
#include "ScreenPos.glsl"

varying vec2 vScreenPos;
varying vec3 vWorldPos;

void VS()
    mat4 modelMatrix = iModelMatrix;
    vec3 worldPos = GetWorldPos (modelMatrix);
    gl_Position = GetClipPos (worldPos);
    vScreenPos = GetScreenPosPreDiv (gl_Position);
    vWorldPos = worldPos + cCameraPos;

void PS()
    vec3 diffRGB = texture2D (sDiffMap, vScreenPos).rgb;
    if (vWorldPos.x > 10.0)
        gl_FragColor = vec4 (0.023, 0.341, 0.756, 1.0);
        gl_FragColor = vec4 (diffRGB.x, diffRGB.y, diffRGB.z, 1.0);

But result don’t match what I expected.
Camera Y is 100:
Camera Y is 200:
In first case it fills points which X is greater that 2, in second case – greater than 4. And If I change camera Y, result changes too.
What is it? How I can get world coordinates of point/vertex?

P.S. Replacing vWorldPos = worldPos + cCameraPos; with vWorldPos = worldPos; doesn’t changes anything. And sorry for bad quality of pictures.

What is your geometry? What camera do you have?

I have camera with standart configuration (same as camera on editor startup, camera position is (0.0f, 100.0f, 0.0f) ). I use Urho3D Editor for testing. In test scene there is only 1 geometry – grid. But nothing changes if I add terrain or other models to scene.

If you have no geometry, I can’t understand what do you render with your shader.

I use shader for postprocessing (see GrayScale.glsl and Data/PostProcess/GreyScale.xml for example). In my game I want to render fog of war using “quad” render step. For this purpose, I need position in world space to read information about this point from my fog of war mask. Did I choose wrong way for this task?

You have to compute world position on your own because worldPos contain something absolutely unrelated to your scene.

You need render scene depth to texture. For it use renderpathes with “depth” suffix. Thus you can get a world coordinate post-processing step. For example see:

Thank you very much! All works now! :slight_smile: