linear_depth.glsl 376 B

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  1. // convert to linear depth
  2. float LinearizeDepth( in float depth_, in float znear_, in float zfar_ )
  3. {
  4. return (2.0 * znear_) / (zfar_ + znear_ - depth_ * (zfar_ - znear_));
  5. }
  6. float ReadFromTexAndLinearizeDepth( in sampler2D depth_map_, in vec2 tex_coord_, in float znear_, in float zfar_ )
  7. {
  8. return LinearizeDepth( texture2D( depth_map_, tex_coord_ ).r, znear_, zfar_ );
  9. }