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a guest Jan 11th, 2019 65 Never
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  1. n = near
  2. f = far
  3. _ZBufferParams =[(1-f/n),f/n,x/f,y/f]
  4. z = depth buffer Z-value (f+n)/(f-n)+2*f*n/(EZ*(f-n))
  5. EZ  = eye Z value
  6. LZ  = depth buffer Z-value remapped to a linear [0..1] range (near plane to far plane)
  7. LZ2 = depth buffer Z-value remapped to a linear [0..1] range (eye to far plane)
  8.  
  9. GL:
  10. EZ  = (2*n*f)/(f+n - z * (f-n))
  11.     = (2*n*f)/(f+n - (f+n)+2*f*n/EZ)
  12.     = (2*n*f)/(2*f*n/EZ)
  13.     = 1/(1/EZ)
  14.     = EZ
  15.    
  16. LZ  = (EZ-n)/(f - n)
  17.     = n * (z + 1.0) / (f + n - z * (f - n))
  18.    
  19. LZ2 = EZ/f
  20.     = (2n) / (f + n - z * (f - n))
  21.  
  22. LZ2 in two instructions:
  23. LZ2 = 1.0 / (_ZBufferParams.x * z + _ZBufferParams.y)
  24.     = 1.0/ b
  25. b = (1-f/n)*((f+n)/(f-n)+2*f*n/(EZ*(f-n))) + f/n
  26.  
  27. 好吧,我还是没推出来
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