// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd. #include #include #pragma rate DepthTex pass uniform sampler2D DepthTex; //Sample_Point_Clamp float GetDepthFromTex(vec2 uv) { return texture(DepthTex, saturate(uv)).r; } float GetLinearDepthWithProj(vec2 uv, mat4 proj) { float depthHS = GetDepthFromTex(uv) * 2.0 - 1.0; // -1.0 ~ +1.0 return -GetCameraDepthRH(depthHS, proj); }