Hi, John

Instead of relying on matrix that you get from osg camera, you can use 
gl_ProjectionMatrix in shaders which is guaranteed to be current projection 
matrix, this uniform contains all values you need to get linear depth from 0..1 
postperspective depth which i belive can be calculated as:

float linear_depth = post_perspective_depth * 
(-gl_ProjectionMatrix[3].z/(post_perspective_depth * (-2.0) + 1.0 - 
gl_ProjectionMatrix[2].z))

where post_perspective_depth is depth in 0..1 range (i think you can use there 
gl_FragCoord.z)

Cheers,
Sergey

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http://forum.openscenegraph.org/viewtopic.php?p=35842#35842





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