Examples_3/Unit_Tests/src/10_ScreenSpaceReflections/Shaders/FSL/SSSR_Common.h
float3 ProjectDirection(float3 origin, float3 direction, float3 screen_space_origin, float4x4 mat)
{
    float3 offsetted = ProjectPosition(origin + direction, mat);
    return offsetted - screen_space_origin;
}
// Origin and direction must be in the same space and mat must be able to transform from that space into screen space.
Origin and direction must be in the same space and mat must be able to transform from that space into screen space.
Origin and direction must be in the same space and mat must be able to transform from that space into screen space .
float3 ProjectDirection(float3 origin, float3 direction, float3 screen_space_origin, float4x4 mat)
{
    float3 offsetted = ProjectPosition(origin + direction, mat);
    return offsetted - screen_space_origin;
}
float3 ProjectDirection ( float3 origin , float3 direction , float3 screen_space_origin , float4x4 mat ) { float3 offsetted = ProjectPosition ( origin + direction , mat ) ; return offsetted - screen_space_origin ; }
Origin and direction must be in the same space and mat must be able to transform from that space into screen space.
Origin and direction must be in the same space and mat must be able to transform from that space into screen space .