| 1234567891011 |
- // 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 depthMap, in vec2 texCoord, in float zNear, in float zFar)
- {
- return linearizeDepth(texture2D(depthMap, texCoord).r, zNear, zFar);
- }
|