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omw_GetWorldPosFromUV() should use omw_GetDepth()
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@ -196,7 +196,7 @@ mat4 omw_InvProjectionMatrix()
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#if (OMW_REVERSE_Z == 1)
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float flippedDepth = 1.0 - depth;
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#else
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float flippedDepth = omw_Texture2D(omw_SamplerDepth, uv).r * 2.0 - 1.0;
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float flippedDepth = depth * 2.0 - 1.0;
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#endif
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vec4 clip_space = vec4(uv * 2.0 - 1.0, flippedDepth, 1.0);
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vec4 world_space = omw.invViewMatrix * (omw.invProjectionMatrix * clip_space);
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