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@@ -152,10 +152,10 @@ void main() {
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float depth_scale;
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float depth_scale;
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if (params.orthogonal) {
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if (params.orthogonal) {
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- depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
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+ depth = -(depth * (params.camera_z_far - params.camera_z_near) - (params.camera_z_far + params.camera_z_near)) / 2.0;
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depth_scale = params.unit_size; //remember depth is negative by default in OpenGL
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depth_scale = params.unit_size; //remember depth is negative by default in OpenGL
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} else {
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} else {
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- depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
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+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near + depth * (params.camera_z_far - params.camera_z_near));
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depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL
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depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL
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}
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}
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