#ifndef DEPTHCONVERT #define DEPTHCONVERT #include "globals.hlsli" inline float getLinearDepth(float4 c) { float z_b = c.x; float z_n = 2.0 * z_b - 1.0; float lin = 2.0 * g_xCamera_ZNearP * g_xCamera_ZFarP / (g_xCamera_ZFarP + g_xCamera_ZNearP - z_n * (g_xCamera_ZFarP - g_xCamera_ZNearP)); return lin; } #endif