#ifndef DEPTHCONVERT #define DEPTHCONVERT #include "globals.hlsli" inline float getLinearDepth(float c) { float z_b = c; float z_n = 2.0 * z_b - 1.0; //float lin = 2.0 * g_xFrame_MainCamera_ZNearP * g_xFrame_MainCamera_ZFarP / (g_xFrame_MainCamera_ZFarP + g_xFrame_MainCamera_ZNearP - z_n * (g_xFrame_MainCamera_ZFarP - g_xFrame_MainCamera_ZNearP)); float lin = 2.0 * g_xFrame_MainCamera_ZFarP * g_xFrame_MainCamera_ZNearP / (g_xFrame_MainCamera_ZNearP + g_xFrame_MainCamera_ZFarP - z_n * (g_xFrame_MainCamera_ZNearP - g_xFrame_MainCamera_ZFarP)); return lin; } #endif