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| author | Nicolas James <Eele1Ephe7uZahRie@tutanota.com> | 2025-02-12 21:57:46 +1100 |
|---|---|---|
| committer | Nicolas James <Eele1Ephe7uZahRie@tutanota.com> | 2025-02-12 21:57:46 +1100 |
| commit | e4483eca01b48b943cd0461e24a74ae1a3139ed4 (patch) | |
| tree | ed58c3c246e3af1af337697695d780aa31f6ad9a /res/shaders/framebuffer.fs | |
| parent | 1cc08c51eb4b0f95c30c0a98ad1fc5ad3459b2df (diff) | |
Update to most recent version (old initial commit)
Diffstat (limited to 'res/shaders/framebuffer.fs')
| -rw-r--r-- | res/shaders/framebuffer.fs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/res/shaders/framebuffer.fs b/res/shaders/framebuffer.fs index b644980..9a302a5 100644 --- a/res/shaders/framebuffer.fs +++ b/res/shaders/framebuffer.fs @@ -41,7 +41,7 @@ float linearise_depth(const float depth) { (2.0 * znear * zfar) / (zfar + znear - (z * (zfar - znear))); // Usually we would just return linear depth, but this is incorrect! We need // to account for the additional distance of the frustum away from the - // center of the screen. Just some trigonomety + // center of the screen. const float xsigma = tan(xfov * 0.5) * zfar * _f_texture.x; const float ysigma = tan(yfov * 0.5) * zfar * _f_texture.y; |
