I’m trying to achieve simple fake depth effect by rendering a quad texture without vertex offset. My idea is to manipulate UV through position offsets and it works pretty well for the ortho camera (obviously), but perspective camera uv deformation / transformations is something I can’t get rid of. Is anyone able to help me with some basic math in my exercise?
Isn’t this pretty close to what you could achieve with parallax mapping style implementation?
Learn OpenGL has a very good write up about this topic, I think you can find good pointers there.