20 lines
411 B
GLSL
20 lines
411 B
GLSL
float getLinearDepth(float distance)
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{
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return distance/INF;
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}
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float getLogarithmicDepth(float distance)
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{
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// n roughly correlates to steepness of log curve
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// TODO: what does this mean in mathematical terms??
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float n = 2;
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float f = INF;
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float z = distance;
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// logarithmic depth
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float d = log(z*pow(E,n)/f)/n;
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//d = d < 0 ? 1 : d;
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return d;
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//return max(0,d);
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}
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