6. gl_Position = projectionMatrix * modelViewMatrix * position
= projectionMatrix * camera.matrixWorldInverse * matrixWorld * position
= projectionMatrix * viewMatrix * modelMatrix * position
参考资料:
1. 完整实现代码:https://gitee.com/tengge1/ShadowEditor/blob/master/ShadowEditor.Web/src/event/GPUPickEvent.js
2. OpenGL中使用着色器绘制深度值:https://stackoverflow.com/questions/6408851/draw-the-depth-value-in-opengl-using-shaders
3. 在glsl中,获取真实的片元着色器深度值:https://gamedev.stackexchange.com/questions/93055/getting-the-real-fragment-depth-in-glsl