Hi, John

And regarding your algorithm on linearizing depth, i assume you expect to get 
(z/far) value, and it will work as expected if you supply it with depth that in 
range (-1..1). If you use it with values from depth texture you should rescale 
them to (-1..1) range from initial (0..1) prior to calculating linearized depth.

In my posts by linear depth i meant just plain z coord in camera view space.

Cheers,
Sergey

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