Hi!
Anyone tried to use a logarithmic depth buffer?
I tried by adding the following in the shader (terrainblend.glsl), but it doesn’t work. Stuff is rendered in wrong order.
const float C = 1.0;
const float far = 1000000.0;
const float offset = 1.0;
gl_FragDepth = (log(C * vWorldPos.z + offset) / log(C * far + offset));