Builtin Library
- ..
- README.md492 B
- module.wgsl894 B
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"