Fix and document the depth buffer calculations.
This commit is contained in:
@@ -270,8 +270,7 @@ void main()
|
||||
depth = depth + DepthTextureScale * dot(y, vDepthMask);
|
||||
}
|
||||
|
||||
// Convert to window coords
|
||||
gl_FragDepth = 0.5 * depth + 0.5;
|
||||
gl_FragDepth = depth;
|
||||
|
||||
if (EnableDepthPreview)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user