lygia
/space
/linearizeDepth
)linearize depth
Use:
linearizeDepth(<float> depth, <float> near, <float> far)
#ifndef FNC_LINEARIZE_DEPTH
#define FNC_LINEARIZE_DEPTH
float linearizeDepth(float depth, float near, float far) {
depth = 2.0 * depth - 1.0;
return (2.0 * near * far) / (far + near - depth * (far - near));
}
#if defined(CAMERA_NEAR_CLIP) && defined(CAMERA_FAR_CLIP)
float linearizeDepth(float depth) {
return linearizeDepth(depth, CAMERA_NEAR_CLIP, CAMERA_FAR_CLIP);
}
#endif
#endif
Use:
linearizeDepth(<float> depth, <float> near, <float> far)
#ifndef FNC_LINEARIZE_DEPTH
#define FNC_LINEARIZE_DEPTH
float linearizeDepth(float depth, float near, float far) {
depth = 2.0 * depth - 1.0;
return (2.0 * near * far) / (far + near - depth * (far - near));
}
#if defined(CAMERA_NEAR_CLIP) && defined(CAMERA_FAR_CLIP)
float linearizeDepth(float depth) {
return linearizeDepth(depth, CAMERA_NEAR_CLIP, CAMERA_FAR_CLIP);
}
#endif
#endif
Use:
linearizeDepth(<float> depth, <float> near, <float> far)
#ifndef FNC_LINEARIZE_DEPTH
#define FNC_LINEARIZE_DEPTH
float linearizeDepth(float depth, float near, float far) {
depth = 2.0 * depth - 1.0;
return (2.0 * near * far) / (far + near - depth * (far - near));
}
#if defined(CAMERA_NEAR_CLIP) && defined(CAMERA_FAR_CLIP)
float linearizeDepth(float depth) {
return linearizeDepth(depth, CAMERA_NEAR_CLIP, CAMERA_FAR_CLIP);
}
#endif
#endif
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