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Instead of using relative depth deltas we really need to use absolute to have consistent object separation; for this to work on sloped surfaces we need to reproject estimated delta based on gradient, and cut that off if the gradient is too steep.
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Original file line number | Diff line number | Diff line change |
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@@ -88,6 +88,7 @@ struct Camera | |
vec3 position; | ||
quat orientation; | ||
float fovY; | ||
float znear; | ||
}; | ||
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struct Keyframe | ||
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