# \#logarithmicdepthbuffer

**URL:** https://discourse.threejs.org/tag/logarithmicdepthbuffer/1228.md

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## [Universal Planetary Volumetric Cloud & Atmosphere Engine v\_01](https://discourse.threejs.org/t/universal-planetary-volumetric-cloud-atmosphere-engine-v-01/89553)

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**Author:** [@Leonardo\_Awen](https://discourse.threejs.org/u/Leonardo_Awen)\
**Replies:** 7\
**Last updated:** [January 31, 2026, 7:26pm UTC](https://discourse.threejs.org/t/universal-planetary-volumetric-cloud-atmosphere-engine-v-01/89553 "2026-01-31T19:26:49Z")

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In this latest Vibe Coding season, after about two months of working with AI and researching the topic, I developed a reasonable atmospheric and volumetric cloud engine. :play\_button: Universal Pl…

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## [Does three.js WebGPU support reverse z-buffer?](https://discourse.threejs.org/t/does-three-js-webgpu-support-reverse-z-buffer/87687)

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**Author:** [@torrent](https://discourse.threejs.org/u/torrent)\
**Replies:** 6\
**Last updated:** [December 7, 2025, 7:48pm UTC](https://discourse.threejs.org/t/does-three-js-webgpu-support-reverse-z-buffer/87687 "2025-12-07T19:48:32Z")

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Does three.js WebGPU support reverse z-buffer? If so, should I use it instead of logarithmic depth buffer?

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## [Beware of logarithmic depth buffer--it can degrade scene performance!](https://discourse.threejs.org/t/beware-of-logarithmic-depth-buffer-it-can-degrade-scene-performance/88495)

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**Author:** [@torrent](https://discourse.threejs.org/u/torrent)\
**Replies:** 8\
**Last updated:** [December 7, 2025, 7:44pm UTC](https://discourse.threejs.org/t/beware-of-logarithmic-depth-buffer-it-can-degrade-scene-performance/88495 "2025-12-07T19:44:38Z")

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I’ve been using logarithmic depth buffer in three.js for both WebGL and WebGPU for a while, and it works great for eliminating z-fighting at large distances. But beware…if you have logarithmicDepthBuffer enabled, and yo…

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## [Logarithmic Depth Buffer & set camera far to a super big number, horizon line show error](https://discourse.threejs.org/t/logarithmic-depth-buffer-set-camera-far-to-a-super-big-number-horizon-line-show-error/86962)

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**Author:** [@samsRich](https://discourse.threejs.org/u/samsRich)\
**Replies:** 1\
**Last updated:** [September 13, 2025, 11:21am UTC](https://discourse.threejs.org/t/logarithmic-depth-buffer-set-camera-far-to-a-super-big-number-horizon-line-show-error/86962 "2025-09-13T11:21:27Z")

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turn logarithmic Depth Buffer on , add a very large horizontal plane, and set camera far to super high number, the horizon line will show error, can anyone help me explain, many thanks \<!DOCTYPE html\> \<html lang="e…

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## [LogarithmicDepthBuffer with rawShader and transparent materials](https://discourse.threejs.org/t/logarithmicdepthbuffer-with-rawshader-and-transparent-materials/72943)

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**Author:** [@jakubprus](https://discourse.threejs.org/u/jakubprus)\
**Replies:** 2\
**Last updated:** [October 21, 2024, 6:07am UTC](https://discourse.threejs.org/t/logarithmicdepthbuffer-with-rawshader-and-transparent-materials/72943 "2024-10-21T06:07:43Z")

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This is a minimal example of the problem I have. Settings on the renderer as they are, are required. My main problem is that shader material is not calculating depth properly with logarithmic depth buffer on the rendere…

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## [logarithmicDepthBuffer glitch on Windows](https://discourse.threejs.org/t/logarithmicdepthbuffer-glitch-on-windows/71334)

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**Author:** [@Gaelle\_Berton](https://discourse.threejs.org/u/Gaelle_Berton)\
**Replies:** 0\
**Last updated:** [September 27, 2024, 9:53pm UTC](https://discourse.threejs.org/t/logarithmicdepthbuffer-glitch-on-windows/71334 "2024-09-27T21:53:52Z")

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I have set the logarithmicDepthBuffer to true and adapted the shaders, on windows machine it looks, well… what can be causing this? the image on the right is Chrome, OSX, on the left Chrome, Windows.

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## [rawShaderMaterial with logarithmicDepthBuffer renderer](https://discourse.threejs.org/t/rawshadermaterial-with-logarithmicdepthbuffer-renderer/70827)

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**Author:** [@Gaelle\_Berton](https://discourse.threejs.org/u/Gaelle_Berton)\
**Replies:** 2\
**Last updated:** [September 17, 2024, 9:51pm UTC](https://discourse.threejs.org/t/rawshadermaterial-with-logarithmicdepthbuffer-renderer/70827 "2024-09-17T21:51:39Z")

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Im using three@0.109.0 library, Turning the logarithmicDepthBuffer on fixed some issue, but the shader now renders behind, despite trying to update it. ( it may be due to outdated libraries ) vertexShader: \` // Set th…

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## [Selectively disable logarithmicDepthBuffer (WebGPU)](https://discourse.threejs.org/t/selectively-disable-logarithmicdepthbuffer-webgpu/70695)

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**Author:** [@torrent](https://discourse.threejs.org/u/torrent)\
**Replies:** 0\
**Last updated:** [September 13, 2024, 11:35pm UTC](https://discourse.threejs.org/t/selectively-disable-logarithmicdepthbuffer-webgpu/70695 "2024-09-13T23:35:25Z")

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Hi all–I have scoured the internet and researched for 6 weeks and have learned all about the new node-based shader system in order to attempt a solution to this, but have had no luck. My question is this: In three.webgp…

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## [Three.js WebGPU: How can I remove the logarithmicDepthBuffer calculations from DepthTexture generation?](https://discourse.threejs.org/t/three-js-webgpu-how-can-i-remove-the-logarithmicdepthbuffer-calculations-from-depthtexture-generation/70447)

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**Author:** [@torrent](https://discourse.threejs.org/u/torrent)\
**Replies:** 0\
**Last updated:** [September 8, 2024, 6:45pm UTC](https://discourse.threejs.org/t/three-js-webgpu-how-can-i-remove-the-logarithmicdepthbuffer-calculations-from-depthtexture-generation/70447 "2024-09-08T18:45:42Z")

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In three.webgpu.js there is only one place in the library where the logarithmicDepthBuffer renderer flag is used. It is used in a function called setupDepth() in the NodeMaterial class: class NodeMaterial extends Materi…

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## [WebGPURender with logarithmicDepthBuffer is not work!](https://discourse.threejs.org/t/webgpurender-with-logarithmicdepthbuffer-is-not-work/68852)

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**Author:** [@ChuckieLei](https://discourse.threejs.org/u/ChuckieLei)\
**Replies:** 5\
**Last updated:** [August 16, 2024, 12:17pm UTC](https://discourse.threejs.org/t/webgpurender-with-logarithmicdepthbuffer-is-not-work/68852 "2024-08-16T12:17:59Z")

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I use WebGPURender with logarithmicDepthBuffer but not work. I find the reason when i use custom material and set vertexNode=xxxxx, i will show this error. Then, i use three-js examples, webgpu\_lines\_fat.html, only…

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## [Streaks appear after postprocessing is enabled on apple devices(iphone、macbook)](https://discourse.threejs.org/t/streaks-appear-after-postprocessing-is-enabled-on-apple-devices-iphone-macbook/55245)

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**Author:** [@Kasey](https://discourse.threejs.org/u/Kasey)\
**Replies:** 10\
**Last updated:** [August 23, 2023, 11:30am UTC](https://discourse.threejs.org/t/streaks-appear-after-postprocessing-is-enabled-on-apple-devices-iphone-macbook/55245 "2023-08-23T11:30:30Z")

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It runs well before I add LUTPass. But after I add LUTPass, black streaks appear on the screen. How to fix this problem?

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## [Jagged and flickering intersection](https://discourse.threejs.org/t/jagged-and-flickering-intersection/30085)

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**Author:** [@Jazcash](https://discourse.threejs.org/u/Jazcash)\
**Replies:** 5\
**Last updated:** [June 27, 2023, 10:07am UTC](https://discourse.threejs.org/t/jagged-and-flickering-intersection/30085 "2023-06-27T10:07:41Z")

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I have a plane for ground and a plane for water, and at the part where they interest it’s really jarring and not nice looking. It’s much more noticeable when the camera is moving and zoomed out quite a bit. Any idea…

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## [Depth of Fields Effect (postprocessing) with logarithmicDepthBuffer is not work](https://discourse.threejs.org/t/depth-of-fields-effect-postprocessing-with-logarithmicdepthbuffer-is-not-work/50639)

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**Author:** [@aswwwcom](https://discourse.threejs.org/u/aswwwcom)\
**Replies:** 0\
**Last updated:** [April 20, 2023, 1:37pm UTC](https://discourse.threejs.org/t/depth-of-fields-effect-postprocessing-with-logarithmicdepthbuffer-is-not-work/50639 "2023-04-20T13:37:04Z")

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Hi, I’d like to ask about DOF postprocessing especially in React three fiber. I have to use logarithmicDepthBuffer because of large scene size. But I need to use DOF eigther. I want to set focal distance to my target b…

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## [shaderMaterial: render-order with logarithmicDepthBuffer is wrong](https://discourse.threejs.org/t/shadermaterial-render-order-with-logarithmicdepthbuffer-is-wrong/49221)

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**Author:** [@berkaycirak](https://discourse.threejs.org/u/berkaycirak)\
**Replies:** 8\
**Last updated:** [March 17, 2023, 3:17pm UTC](https://discourse.threejs.org/t/shadermaterial-render-order-with-logarithmicdepthbuffer-is-wrong/49221 "2023-03-17T15:17:35Z")

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Hi, In my renderer there is a logarithmicDepthBuffer and also I want to use shaderMaterial on my meshesh. However, when I add shaderMaterial, its renderOrder gets stuck. Could you help ? White sphere is without shader w…

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## [Using ShadowMaterial with logarithmicDepthBuffer is affecting render-order](https://discourse.threejs.org/t/using-shadowmaterial-with-logarithmicdepthbuffer-is-affecting-render-order/37322)

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**Author:** [@abgrac](https://discourse.threejs.org/u/abgrac)\
**Replies:** 3\
**Last updated:** [February 23, 2023, 12:38pm UTC](https://discourse.threejs.org/t/using-shadowmaterial-with-logarithmicdepthbuffer-is-affecting-render-order/37322 "2023-02-23T12:38:17Z")

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Hello all! It’s my first post, nice to meet the community. I have a problem using ShadowMaterial and logarithmicDepthBuffer together, as the ShadowMaterial render order goes awry. Here’s a reproduction of the problem: …
