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@obviousjim
Created July 30, 2013 19:29
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float depthValueFromSample( vec2 depthPos){
vec2 halfvec = vec2(.5,.5);
vec3 hsl = rgb2hsl( texture2DRect(texture, floor(depthPos) + halfvec ).xyz );
float depth = hsl.r;
if(hsl.b > .2){
return depth * ( maxDepth - minDepth ) + minDepth;
}
else {
return 0.0;
}
}
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