LinearDepth.glsl 351 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 readFromTextureAndLinearizeDepth(in sampler2D depthMap, in vec2 texCoord,
  7. in float zNear, in float zFar)
  8. {
  9. return linearizeDepth(texture(depthMap, texCoord).r, zNear, zFar);
  10. }