#include "depthpass.glsllib" | |
float FragmentParaboloidDepth( vec4 inWorldPos, mat4 inMVP, vec2 inCameraProperties ) | |
{ | |
if (inWorldPos.w < 0.0) | |
discard; | |
vec4 projVec = inMVP * vec4( inWorldPos.xyz, 1.0 ); | |
projVec /= projVec.w; | |
projVec.z = depthValueToLinearDistance( 1.0 - projVec.z, inCameraProperties ); | |
return (projVec.z - inCameraProperties.x) / (inCameraProperties.y - inCameraProperties.x); | |
} |