Archive for the ‘linear’ tag
How To Linearize the Depth Value
Here is a GLSL code snippet to convert the exponential depth to a linear value:
float f=1000.0;
float n = 0.1;
float z = (2 * n) / (f + n - texture2D( texture0, texCoord ).x * (f - n));
where:
- f = camera far plane
- n = camera near plane
- texture0 = depth map.


