packing.glsl: fix RGBAToDepth artifacts
@@ -22,7 +22,7 @@ vec4 packDepthToRGBA( const in float v ) {
}
float unpackRGBAToDepth( const in vec4 v ) {
- return dot( v, UnpackFactors );
+ return dot( floor( v * 255.0 + 0.5 ) / 255.0, UnpackFactors );
vec4 packHalfToRGBA( vec2 v ) {