I need to write a GLSL shader that will be able to calculate the distance 
between the camera and the object being rendered by each pixel.  The catch is 
that I need those distances to be linear and they need to be in meters, 
reflecting the real geometry of my scene.  There are a number of guides out 
there describing the GLSL gl_FragCoord.z as giving the pixel depth in some 
non-linear coordinate eye-space, but as I am not a graphics programmer by trade 
I'm finding these guides very confusing.  This one looks like my best bet:
http://olivers.posterous.com/linear-depth-in-glsl-for-real
but I'm still not sure what the author means by "real" depth.  Any advice on 
this problem?  Thanks!

-Ethan

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