diff --git a/libraries/render-utils/src/simple.slf b/libraries/render-utils/src/simple.slf index c0bb021c2d..ce1e9d5176 100644 --- a/libraries/render-utils/src/simple.slf +++ b/libraries/render-utils/src/simple.slf @@ -103,9 +103,7 @@ void main(void) { position = vec4(proceduralData.position, 1.0); vec4 posClip = cam._projection * (cam._view * position); - float far = gl_DepthRange.far; - float near = gl_DepthRange.near; - gl_FragDepth = 0.5 * ((far - near) * posClip.z / posClip.w + near + far); + gl_FragDepth = 0.5 * (posClip.z / posClip.w + 1.0); #endif if (emissiveAmount > 0.0) { diff --git a/libraries/render-utils/src/simple_transparent.slf b/libraries/render-utils/src/simple_transparent.slf index bafec462db..c50ff8fcd9 100644 --- a/libraries/render-utils/src/simple_transparent.slf +++ b/libraries/render-utils/src/simple_transparent.slf @@ -114,9 +114,7 @@ void main(void) { roughness = proceduralData.roughness; vec4 posClip = cam._projection * posEye4; - float far = gl_DepthRange.far; - float near = gl_DepthRange.near; - gl_FragDepth = 0.5 * ((far - near) * posClip.z / posClip.w + near + far); + gl_FragDepth = 0.5 * (posClip.z / posClip.w + 1.0); #endif if (emissiveAmount > 0.0) {