   Linearized Depth Help?
  Hey guys,I'm currently working on an SSAO implementation, and therefore needed the depth buffer values. After doing some research, I found many places (most of them posts on this forum) that said to use this function:(2.0 * Near) / (Far + Near - depth * (Far - Near))However, I can't figure out WHY this works, and I couldn't find an explanation anywhere. I know it has something to do with how the depth is generated when transforming by the projection matrix.Could someone enlighten me? And what's the 2.0 for?   
  See if this helpsZ-Buffering: Mathematics;  Awesome, thank you, that did help!   