rays from camera to fragment in eye space
Hi I was wondering: in a shader I'm writing I'm assuming that the 'ray' that I construct from the camera to to the fragment starts at 0,0,0 and goes trough the eyespace position of the fragment. Seems to work as I expected, but is this really correct?
I was starting to doubt when I remembered that you also can set up orthogonal projections. How does that work then? seems incorrect to assume that all rays originate at (0,0,0) then, because to me it seems the rays should be parallel to each other... or is the scene transformed in such a way that is still works? can't seem to wrap my head around it
I hope I make myself clear, or else just ask and I'll try to explain it more!