 	return (2.0 * n) / (f + n - z * (f - n));
 }
 
+
 float sig(float x)
 {
 	return 1.0 / (1.0 + exp(-x));
 }
+
 
 float getAO(float d0, float dn)
 {


float ofs = 0.0011;

float linear(float z)
{
	float n = 0.07;// 0.0*gl_DepthRange.near;

	float diff = (dn - d0) + eps;
	return exp(-abs(diff) * 700.0);
}


float contrib(float d0, float dn)
{
