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- float czm_reverseLogDepth(float logZ)
- {
- #ifdef LOG_DEPTH
- float near = czm_currentFrustum.x;
- float far = czm_currentFrustum.y;
- float log2Depth = logZ * czm_log2FarDepthFromNearPlusOne;
- float depthFromNear = pow(2.0, log2Depth) - 1.0;
- return far * (1.0 - near / (depthFromNear + near)) / (far - near);
- #endif
- return logZ;
- }
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