lygia
/v1.1.6
/space
/depth2viewZ
)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> depth2viewZ( <float> depth [, <float> near, <float> far] )
#ifndef FNC_DEPTH2VIEWZ
#define FNC_DEPTH2VIEWZ
float depth2viewZ( const in float depth, const in float near, const in float far ) {
#if defined(CAMERA_ORTHOGRAPHIC_PROJECTION)
// ORTHOGRAPHIC
return depth * ( near - far ) - near;
#else
// PERSPECCTIVE
return ( near * far ) / ( ( far - near ) * depth - far );
#endif
}
#if defined(CAMERA_NEAR_CLIP) && defined(CAMERA_FAR_CLIP)
float depth2viewZ( const in float depth) {
return depth2viewZ( depth, CAMERA_NEAR_CLIP, CAMERA_FAR_CLIP);
}
#endif
#endif
Use:
<float> depth2viewZ( <float> depth [, <float> near, <float> far] )
#ifndef FNC_DEPTH2VIEWZ
#define FNC_DEPTH2VIEWZ
float depth2viewZ( const in float depth, const in float near, const in float far ) {
#if defined(CAMERA_ORTHOGRAPHIC_PROJECTION)
// ORTHOGRAPHIC
return depth * ( near - far ) - near;
#else
// PERSPECCTIVE
return ( near * far ) / ( ( far - near ) * depth - far );
#endif
}
#if defined(CAMERA_NEAR_CLIP) && defined(CAMERA_FAR_CLIP)
float depth2viewZ( const in float depth) {
return depth2viewZ( depth, CAMERA_NEAR_CLIP, CAMERA_FAR_CLIP);
}
#endif
#endif
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