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- // convert to linear depth
- float LinearizeDepth( in float depth_, in float znear_, in float zfar_ )
- {
- return (2.0 * znear_) / (zfar_ + znear_ - depth_ * (zfar_ - znear_));
- }
- float ReadFromTexAndLinearizeDepth( in sampler2D depth_map_, in vec2 tex_coord_, in float znear_, in float zfar_ )
- {
- return LinearizeDepth( texture2D( depth_map_, tex_coord_ ).r, znear_, zfar_ );
- }
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