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The const { near, far } = camera;
const d = Math.pow(2.0, logDepth * Math.log2(far + 1.0)) - 1.0;
const a = far / (far - near);
const b = far * near / (near - far);
const depth = a + b / d; I haven't tested this though. |
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When the renderer sets logarithmicDepthBuffer to true, the depth value obtained using DepthPickingPass is incorrect. How can I obtain the correct depth value? (Performance can be disregarded) Thanks
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