fuckingtech/public/assets/glsl/lygia/space/linearizeDepth.hlsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

27 lines
812 B
HLSL

/*
contributors: Patricio Gonzalez Vivo
description: linearize depth
use: linearizeDepth(<float> depth, <float> near, <float> far)
options:
- CAMERA_NEAR_CLIP
- CAMERA_FAR_CLIP
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#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