   Deferred Shading: StarCraft 2 position reconstruction
  Hi allI saw how StarCraft 2 team reconstructs position from a spampled depth, but i dont understand some things of this algorithm.First, i post the algorithmfloat3 vViewPos.xy = INTERPOLANT VPOS * half2( 2.0f, -2.0f ) + half2( -1.0f, 1.0f ) ) * 0.5 * p_vCameraNearSize * p_vRecipRenderTargetSize;vViewPos.zw = half2( 1.0f, 1.0f );vViewPos.xyz = vViewPos.xyz * fSampledDepth;float3 vWorldPos = mul( p_mInvViewTransform, vViewPos ).xyz; And my questions..- What is this instruction/word called INTERPOLANT for? - VPOS its like a float2(x,y) that contains a coord from [0.0f - 1.0f] range showing the pixel coord ?- p_vCameraNearSize, size ? is it near clip distance ? - fSampledDepth, need it to be in [0.0f - 1.0f] range or [0.0f - Far_Clip_Distance] range ?Thanks for your time :)LLORENS   
  I'm not really familiar with StarCraft 2's approach, but it looks an awful lot like they're doing this.   ;  Hi MJP and thanks for your help.I think i will use the first aproach in your blog, like the same of Starcraft because when you are at lightning phase, you can work with lights at view space, you can also do at world space, but more operations required.Thanks for your time :)LLORENS   