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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 readFromTextureAndLinearizeDepth(in sampler2D depthMap, in vec2 texCoord,
- in float zNear, in float zFar)
- {
- return linearizeDepth(texture(depthMap, texCoord).r, zNear, zFar);
- }
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