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| /** | |
| * @author alteredq / http://alteredqualia.com/ | |
| * | |
| * Unpack RGBA depth shader | |
| * - show RGBA encoded depth as monochrome color | |
| */ | |
| THREE.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 );", | |
| "}" | |
| ].join( "\n" ), | |
| 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 );", | |
| "}" | |
| ].join( "\n" ) | |
| }; | |