   About Reconstruct Pixel Position From Depth?
  I have read some article about this topic.But i found that they all render a quad(two triangles) in final pass, perhaps, that's deferred rendering?But, i usally render all scene primitives in final pass(example SSAO pass). I want to reconstruct pixel's view space position as below. Is this correct?In application, I render all scene primitives by calling DrawIndexedPrimitive.//-------------------------------------------------------------------------In Vertex Shader, I calculate:float4 oPos_ProjSpace:TEXCOORD1 //that's vertex position in projection space.float4 oPos_ViewSpace:TEXCOORD2 //that's vertex position in view space.oPos_ProjSpace = mul(float4(iPos_ModelSpace), matWVP);oPos_ViewSpace = mul(float4(iPos_ModelSpace), matWV);//-------------------------------------------------------------------------Then, In Pixel Shader.I use oPos_ProjSpace to calcuate the Texture coordinate(Textrue is Linear Depth Render Target. Value = .z/fFarZ), and use it to sample Linear Depth Render Target to get Depth.  //ProjS=>NDC=>Texcoord    oPos_ProjS /= oPos_ProjS.w;    float2 Texcoord = (oPos_ProjS.xy + 1.0f) * 0.5f;    Texcoord.y = 1.0f - Texcoord.y;    fDepth = tex2D(smpLinearDepth, Texcoord).r;I use oPos_ViewSpace and fDepth*fFarZ to combinate pixel's view space position.  oPos_ViewSpace.z = fDepth*fFarZ.Then the oPos_ViewSpace is the pixel's View space position. //--------------------------------------------------------------------------I want to know is it correct? Thanks all!   