/** * Unpack RGBA depth shader * - show RGBA encoded depth as monochrome color */ var 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' ) }; export { UnpackDepthRGBAShader };