I Can't Believe It's Not Shadows!®
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@@ -12,7 +12,7 @@ out vec4 FragmentColor;
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float LinearizeDepth(float z)
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{
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float n = 0.1; // camera z near
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float f = 10.0; // camera z far
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float f = 800.0; // camera z far
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return (2.0 * n) / (f + n - z * (f - n));
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}
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