17 lines
353 B
GLSL
17 lines
353 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 = 4;
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float f = INF;
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float z = distance;
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// logarithmic depth
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return max(0,log(z*pow(E,n)/f)/n);
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}
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