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- #version 300 es
- precision highp float;
- uniform float lightClipNear;
- uniform float lightClipFar;
- float LinearDepth(float depth, float near, float far)
- {
- return (2.0 * near) / (far + near - depth * (far - near));
- }
- void main()
- {
- gl_FragDepth = LinearDepth(gl_FragCoord.z, lightClipNear, lightClipFar);
- }
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