/** * 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 ", "void main() {", " float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );", " gl_FragColor = vec4( vec3( depth ), opacity );", "}" ].join( "\n" ) };