Using the wrong values in normalization (I have no idea what “R” is either).
You normalize/denormalize X against width and Y against height. Your range is 0->width and 0->height.
Single xpos1 = Extra.Normalize(ms.X - r.X,
0.0f,
(Single)Globals.WindowSize.Width
);
Single ypos1 = Extra.Normalize(ms.Y - r.Y,
0.0f,
(Single)Globals.WindowSize.Height
);
Single xpos2 = Extra.Denormalize(xpos1,
0.0f,
(Single)Globals.RenderSize.Width
);
Single ypos2 = Extra.Denormalize(ypos1,
0.0f,
(Single)Globals.RenderSize.Height
);
I’m not sure what you mean by make the Y value Height?
Mouse coordinates are relative to the top left of the window with Y going down. Usually your world coordinates are the other way around with Y going up. That means to get a world relative Y you have to make the mouse position relative to the screen coordinate system (WindowHeight - MouseY). See the diagram here, part way down on the page - note that the diagram is for viewport coordinates.
If you wanted to get pure viewport coordinates you’d denormalize as Denormalize(x, -1, 1) and Denormalize(y, -1, 1), though depending on mouse basis (ie. flip Y or not, why may have to be Denormalize(y, 1, -1)).