LYGIA Shader Library

viewZ2depth (lygia/space/viewZ2depth)

Convert camera depth to view depth. based on https://github.com/mrdoob/three.js/blob/master/src/renderers/shaders/ShaderChunk/packing.glsl.js

Use:

<float> viewZ2depth( <float> viewZ, [, <float> near, <float> far] )

Check it on Github


#ifndef FNC_VIEWZ2DEPTH
#define FNC_VIEWZ2DEPTH
float viewZ2depth( const in float viewZ, const in float near, const in float far ) {
    #if defined(CAMERA_ORTHOGRAPHIC_PROJECTION)
    return ( viewZ + near ) / ( near - far );
    #else
    return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );
    #endif
}

#if defined(CAMERA_NEAR_CLIP) && defined(CAMERA_FAR_CLIP)
float viewZ2depth( const in float viewZ) {
    return viewZ2depth( viewZ, CAMERA_NEAR_CLIP, CAMERA_FAR_CLIP); 
}
#endif

#endif

Use:

<float> viewZ2depth( <float> viewZ, [, <float> near, <float> far] )

Check it on Github


#ifndef FNC_VIEWZ2DEPTH
#define FNC_VIEWZ2DEPTH
float viewZ2depth( const in float viewZ, const in float near, const in float far ) {
    #if defined(CAMERA_ORTHOGRAPHIC_PROJECTION)
    return ( viewZ + near ) / ( near - far );
    #else
    return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );
    #endif
}

#if defined(CAMERA_NEAR_CLIP) && defined(CAMERA_FAR_CLIP)
float viewZ2depth( const in float viewZ) {
    return viewZ2depth( viewZ, CAMERA_NEAR_CLIP, CAMERA_FAR_CLIP); 
}
#endif

#endif

License

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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