float czm_reverseLogDepth(float logZ) { #ifdef LOG_DEPTH float near = czm_currentFrustum.x; float far = czm_currentFrustum.y; float log2Depth = logZ * czm_log2FarDepthFromNearPlusOne; float depthFromNear = pow(2.0, log2Depth) - 1.0; return far * (1.0 - near / (depthFromNear + near)) / (far - near); #endif return logZ; }