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