 uniform mat4 uniInvProjMatrix;
 uniform mat4 uniViewMatrix;
 uniform mat4 uniInvViewMatrix;
-uniform mat4 uniViewProjMatrix;
-uniform mat4 uniInvViewProjMatrix;
-uniform mat4 uniMvpMatrix;
-uniform mat4 uniInvMvpMatrix;
 
 uniform sampler2D uniSceneDepthBuffer;
 uniform sampler2D uniSceneColorBuffer;

  for (uint i = 0u; i < maxRaySteps; ++i) {
    hitCoords += dir;

    projCoords = vec4(hitCoords, 1.0);
    projCoords.xy /= projCoords.w;
    projCoords.xy = projCoords.xy * 0.5 + 0.5;



    float depthDiff = hitCoords.z - depth;

    if (dir.z - depthDiff < 1.2) {
      if (depthDiff >= 0.0)
        return projCoords.xy/*binaryRefinement(dir, hitCoords)*/;
    }
  }
