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- ( 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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