#ifndef DEPTH_FETCH_GLSLF #define DEPTH_FETCH_GLSLF float depth_fetch(in sampler2D depth_tex, in vec2 coord, in vec2 cam_range) { float depth = GLSL_TEXTURE(depth_tex, coord).r; float near = cam_range.x; float far = cam_range.y; //float depth_linear = 2.0 * near / (near + far - depth * (far - near)); float depth_linear = 2.0 * near / (near + far - (2.0 * depth - 1.0) * (far - near)); return depth_linear; } #endif