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- ( function () {
- /**
- * 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 <packing>', 'void main() {', ' float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );', ' gl_FragColor = vec4( vec3( depth ), opacity );', '}' ].join( '\n' )
- };
- THREE.UnpackDepthRGBAShader = UnpackDepthRGBAShader;
- } )();
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