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#ifndef DEPTHPASS_GLSLIB
#define DEPTHPASS_GLSLIB 1
float calculateVertexDepth( vec2 cameraProperties, vec4 position )
{
float camera_range = cameraProperties.y - cameraProperties.x;
return 1.0 - ((position.w - cameraProperties.x) / (camera_range));
}
#if __VERSION__ <= 120
float modf(in float val, out float integer)
{
integer = floor(val);
return val - integer;
}
#endif
vec4 outputDepth( float vert_depth )
{
float integer_portion = 0.0;
float fraction = modf((vert_depth * 255.0), integer_portion);
return vec4( integer_portion / 255.0, fraction, 0, 1.0 );
}
float getDepthValue( vec4 depth_texture_sample, vec2 cameraProperties )
{
#if __VERSION__ >= 300
float zNear = cameraProperties.x;
float zFar = cameraProperties.y;
float zRange = zFar - zNear;
float z_b = depth_texture_sample.x;
float z_n = 2.0 * z_b - 1.0;
float z_e = 2.0 * zNear * zFar / (zFar + zNear - z_n * (zRange));
return 1.0 - ((z_e - cameraProperties.x) / (zRange));
#else
return depth_texture_sample.x + (depth_texture_sample.y / 255.0);
#endif
}
float depthValueToLinearDistance( float depth_value, vec2 cameraProperties )
{
float FarClipDistance = cameraProperties.y;
float NearClipDistance = cameraProperties.x;
float DepthRange = FarClipDistance - NearClipDistance;
float linearDepth = NearClipDistance + (DepthRange * (1.0 - depth_value));
return linearDepth;
}
#endif