1 #ifndef R2_DEBUG_EYE_Z_RECONSTRUCTION_H 2 #define R2_DEBUG_EYE_Z_RECONSTRUCTION_H 11 layout(location = 0) out
float R2_out_z;
15 uniform
float R2_depth_coefficient;
26 texture (R2_gbuffer.depth, screen_uv).x;
27 float eye_z_positive =
35 #endif // R2_DEBUG_EYE_Z_RECONSTRUCTION_H layout(location=0) in vec3 R2_vertex_world_position
World-space position.
Viewport types and functions.
float R2_logDepthDecode(const float z, const float depth_coefficient)
vec2 R2_viewportFragmentPositionToUV(const R2_viewport_t v, const vec2 f_pos)
Logarithmic depth functions.