Glsl Depth.h 318 B

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  1. inline HP Flt LinearizeDepth(HP Flt w, Bool perspective)
  2. {
  3. HP Flt a=ProjMatrix[2][2], // ProjMatrix.z .z !! for GL we need to swap [][] order !!
  4. b=ProjMatrix[2][3]; // ProjMatrix.pos.z !! for GL we need to swap [][] order !!
  5. w=w*2.0-1.0;
  6. return perspective ? b/(w-a) : (w-Flt(REVERSE_DEPTH))/a;
  7. }