" vec4 aNDCPoint = uViewMat * vec4 (theRay.Origin, 1.f);\n"
"\n"
" float aPolygonOffset = PolygonOffset (aHit.Normal, theRay.Origin);\n"
+ " #ifdef THE_ZERO_TO_ONE_DEPTH\n"
+ " aRaytraceDepth = (aNDCPoint.z / aNDCPoint.w + aPolygonOffset * POLYGON_OFFSET_SCALE);\n"
+ " #else\n"
" aRaytraceDepth = (aNDCPoint.z / aNDCPoint.w + aPolygonOffset * POLYGON_OFFSET_SCALE) * 0.5f + 0.5f;\n"
+ " #endif\n"
" }\n"
"\n"
" SBSDF aBSDF;\n"