reverseLogDepth.glsl 267 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. logZ = pow(2.0, logZ * czm_log2FarPlusOne) - 1.0;
  7. logZ = far * (1.0 - near / logZ) / (far - near);
  8. #endif
  9. return logZ;
  10. }