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Builtin Library

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README.md

depth

The one reading of a stored depth value. Scene depth is reversed — the near plane is 1.0 and the far plane 0.0 — so converting it back to a distance is not the textbook inversion, and this is where that inversion lives.

Pure math — no bindings. A Surface-domain shader and a post-process shader see different frameworks and cannot share a sampling function, but they share this, so both agree on what a depth value means.

#include "@builtin::shaderModules.depth"