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If these values in the host code are changed by glDepthRange(), the DB will be wrong.
A possible solution to account for a possible change of the these values could be
float near = gl_DepthRange.near;
float far = gl_DepthRange.far;
depth_out = ((far - near) / 2.0) * (depth / depth_w) + (far + near) / 2.0;
// same as depth_out = ((depth / depth_w) + 1.0) * 0.5
// if near = 0.0 and far = 1.0
The text was updated successfully, but these errors were encountered:
Currently, there is an assumption in various shaders throughout megamol regarding the calculation of the fragment depth value.
For example, in the ellipsoid shader of the GlyphRenderer
If these values in the host code are changed by glDepthRange(), the DB will be wrong.
A possible solution to account for a possible change of the these values could be
The text was updated successfully, but these errors were encountered: