1#include "depthpass.glsllib" 2float FragmentParaboloidDepth( vec4 inWorldPos, mat4 inMVP, vec2 inCameraProperties ) 3{ 4 if (inWorldPos.w < 0.0) 5 discard; 6 vec4 projVec = inMVP * vec4( inWorldPos.xyz, 1.0 ); 7 projVec /= projVec.w; 8 projVec.z = depthValueToLinearDistance( 1.0 - projVec.z, inCameraProperties ); 9 return (projVec.z - inCameraProperties.x) / (inCameraProperties.y - inCameraProperties.x); 10} 11