reverseLogDepth.glsl 346 B

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  1. float czm_reverseLogDepth(float logZ)
  2. {
  3. #ifdef LOG_DEPTH
  4. float near = czm_currentFrustum.x;
  5. float far = czm_currentFrustum.y;
  6. float log2Depth = logZ * czm_log2FarDepthFromNearPlusOne;
  7. float depthFromNear = pow(2.0, log2Depth) - 1.0;
  8. return far * (1.0 - near / (depthFromNear + near)) / (far - near);
  9. #endif
  10. return logZ;
  11. }