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/** | |
* Unpack RGBA depth shader | |
* - show RGBA encoded depth as monochrome color | |
*/ | |
const UnpackDepthRGBAShader = { | |
name: '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 }; | |