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Divide-Framework

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Diff Revisions 330 vs 331 for /trunk/assets/shaders/GLSL/SSAOPass.glsl

Diff revisions: vs.
  @@ -45,7 +45,12 @@
45 45 const float maxz2 = maxz * div_factor;
46 46
47 47 float LinearizeDepth(in float z) {
48 - return (2.0 * dvd_ZPlanesCombined.x ) / (dvd_ZPlanesCombined.y + dvd_ZPlanesCombined.x - z * (dvd_ZPlanesCombined.y - dvd_ZPlanesCombined.x));
48 + return (2.0 * dvd_ZPlanesCombined.x ) /
49 + (dvd_ZPlanesCombined.y +
50 + dvd_ZPlanesCombined.x -
51 + z *
52 + (dvd_ZPlanesCombined.y -
53 + dvd_ZPlanesCombined.x));
49 54 }
50 55
51 56 float CompareDepth(in float crtDepth, in vec2 uv1) {