Fragment Shader Eye-Space unscaled depth coordinate
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by Ben Jones
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Published on 2010-04-26T03:47:33Z
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2010/04/26
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I'm trying to use the unscaled (true distance from the front clipping plane) distance to objects in my scene in a GLSL fragment shader. The gl_FragCoord.z value is smaller than I expect. In my vertex shader, I just use ftransform() to set gl_Position. I'm seeing values between 2 and 3 when I expect them to be between 15 and 20.
How can I get the real eye-space depth? Thanks!
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