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- const UnpackDepthRGBAShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'opacity': { value: 1.0 }
- },
- vertexShader: `
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: `
- uniform float opacity;
- uniform sampler2D tDiffuse;
- varying vec2 vUv;
- #include <packing>
- void main() {
- float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );
- gl_FragColor = vec4( vec3( depth ), opacity );
- }`
- };
- export { UnpackDepthRGBAShader };
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