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@@ -30,10 +30,10 @@ float unpackRGBAToDepth( const in vec4 v ) {
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// NOTE: viewZ/eyeZ is < 0 when in front of the camera per OpenGL conventions
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-float viewZToOrthoDepth( const in float viewZ, const in float near, const in float far ) {
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+float viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {
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return ( viewZ + near ) / ( near - far );
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}
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-float OrthoDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {
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+float orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {
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return linearClipZ * ( near - far ) - near;
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}
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