#include "depthpass.glsllib" float FragmentParaboloidDepth( vec4 inWorldPos, mat4 inMVP, vec2 inCameraProperties ) { if (inWorldPos.w < 0.0) discard; vec4 projVec = inMVP * vec4( inWorldPos.xyz, 1.0 ); projVec /= projVec.w; projVec.z = depthValueToLinearDistance( 1.0 - projVec.z, inCameraProperties ); return (projVec.z - inCameraProperties.x) / (inCameraProperties.y - inCameraProperties.x); }