Examples_3/Unit_Tests/src/10_ScreenSpaceReflections/Shaders/FSL/SSSR_Common.h
Ray CreateViewSpaceRay(float3 screen_space_pos)
{
    float3 view_space_pos = InvProjectPosition(screen_space_pos, Get(g_inv_proj));
    Ray view_space_ray;
    view_space_ray.origin = view_space_pos;
    view_space_ray.direction = view_space_pos;
    return view_space_ray;
}
// Create a ray that originates at the depth buffer surface and points away from the camera.
Create a ray that originates at the depth buffer surface and points away from the camera.
Create a ray that originates at the depth buffer surface and points away from the camera .
Ray CreateViewSpaceRay(float3 screen_space_pos)
{
    float3 view_space_pos = InvProjectPosition(screen_space_pos, Get(g_inv_proj));
    Ray view_space_ray;
    view_space_ray.origin = view_space_pos;
    view_space_ray.direction = view_space_pos;
    return view_space_ray;
}
Ray CreateViewSpaceRay ( float3 screen_space_pos ) { float3 view_space_pos = InvProjectPosition ( screen_space_pos , Get ( g_inv_proj ) ) ; Ray view_space_ray ; view_space_ray . origin = view_space_pos ; view_space_ray . direction = view_space_pos ; return view_space_ray ; }
Create a ray that originates at the depth buffer surface and points away from the camera.
Create a ray that originates at the depth buffer surface and points away from the camera .