So I have an app where I have initialized THREE.WebGLRenderer with logarithmicDepthBuffer=true.. I also have a THREE.WebGLRenderTarget i render to, where I have set the depthTexture to THREE.DepthTexture, with a type of THREE.UnsignedIntType;
I am wondering if the depthTexture value now contains the logarithmic depth, or if it still contains the same as before (when logarithmic depth was set to false).
And if it does contain the logarithmic depth.. does anyone know the glsl code required to convert it back to a linear depth (from [0...1], where 1 == farPlane)?
I currently get the depth texture value based on this example https://github.com/mrdoob/three.js/blob/master/examples/webgl_depth_texture.html