|
@@ -21,11 +21,11 @@ void main() {
|
|
|
|
|
|
if ( coord.x >= 1.0 ) {
|
|
if ( coord.x >= 1.0 ) {
|
|
|
|
|
|
- gl_FragDepthEXT = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
|
|
|
|
|
|
+ gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
|
|
|
|
|
|
} else {
|
|
} else {
|
|
|
|
|
|
- gl_FragDepthEXT = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
|
|
|
|
|
|
+ gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
|
|
|
|
|
|
}
|
|
}
|
|
|
|
|
|
@@ -73,7 +73,6 @@ class WebXRDepthSensing {
|
|
|
|
|
|
const viewport = cameraXR.cameras[ 0 ].viewport;
|
|
const viewport = cameraXR.cameras[ 0 ].viewport;
|
|
const material = new ShaderMaterial( {
|
|
const material = new ShaderMaterial( {
|
|
- extensions: { fragDepth: true },
|
|
|
|
vertexShader: _occlusion_vertex,
|
|
vertexShader: _occlusion_vertex,
|
|
fragmentShader: _occlusion_fragment,
|
|
fragmentShader: _occlusion_fragment,
|
|
uniforms: {
|
|
uniforms: {
|