| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950 | ( function () {	/** * 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 );		}`	};	THREE.UnpackDepthRGBAShader = UnpackDepthRGBAShader;} )();
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