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# Objective
I want to get the visual depth (after view proj matrix stuff) of the
object beneath my cursor.
Even when having a write-back of the depth texture, you would still need
to convert the NDC depth to a logical value.
## Solution
This is done on shader-side by [this
function](https://github.com/bevyengine/bevy/blob/e6261b0f5f1124ffa67b8fe9a2d24a2047795192/crates/bevy_pbr/src/render/view_transformations.wgsl#L151),
which I ported over to the cpu-side.
I also added `world_to_viewport_with_depth` to get a `Vec3` instead of
`Vec2`.
---
If anyone knows a smarter solution to get the visual depth instead of
going `screen -> viewport ray -> screen`, please let me know :>
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