| 123456789101112131415161718192021222324252627282930313233343536373839404142434445 | /** * Unpack RGBA depth shader * - show RGBA encoded depth as monochrome color */const UnpackDepthRGBAShader = {	uniforms: {		'tDiffuse': { value: null },		'opacity': { value: 1.0 }	},	vertexShader: /* glsl */`		varying vec2 vUv;		void main() {			vUv = uv;			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );		}`,	fragmentShader: /* glsl */`		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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