Im having a bit of trouble with getting a depth value that I'm storing in a Float texture (or rather i don't understand the values). Essentially I am creating a deffered renderer, and in one of the passes I am storing the depth in the alpha component of a floating point render target. The code for that shader looks something like this
Define the clip position as a varying
varying vec4 clipPos;
... In the vertex shader assign the position
clipPos = gl_Position;
Now in the fragment shader I store the depth:
gl_FragColor.w = clipPos.z / clipPos.w;
This by and large works. When I access this render target in any subsequent shaders I can get the depth. I.e something like this:
float depth = depthMap.w;
Am i right to assume that 0.0 is right in front of the camera and 1 is in the distance? Because I am doing some fog calculations based on this but they don't seem to be correct.
fogFactor = smoothstep( fogNear, fogFar, depth );
fogNear and fogFar are uniforms I send to the shader. When the fogNear is set to 0, I would have thought I get a smooth transition of fog from right in front of the camera to its draw distance. However this is what I see:
When I set the fogNear to 0.995, then I get something more like what Im expecting:
Is that correct, it just doesn't seem right to me? (The scale of the geometry is not really small / too large and neither is the camera near and far too large. All the values are pretty reasonable)