Getting the true z value from the depth buffer
From http://web.archive.org/web/20130416194336/http://olivers.posterous.com/linear-depth-in-glsl-for-real // == Post-process frag shader =========================================== uniform sampler2D depthBuffTex; uniform float zNear; uniform float zFar; varying vec2 vTexCoord; void main(void) { float z_b = texture2D(depthBuffTex, vTexCoord).x; float z_n = 2.0 * z_b – 1.0; float z_e = 2.0 * zNear * zFar / (zFar + zNear – z_n * (zFar – zNear)); } … Read more