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- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * Unpack RGBA depth shader
- * - show RGBA encoded depth as monochrome color
- */
- THREE.UnpackDepthRGBAShader = {
- uniforms: {
- "tDiffuse": { type: "t", value: null },
- "opacity": { type: "f", 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;",
- // RGBA depth
- "float unpackDepth( const in vec4 rgba_depth ) {",
- "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
- "float depth = dot( rgba_depth, bit_shift );",
- "return depth;",
- "}",
- "void main() {",
- "float depth = 1.0 - unpackDepth( texture2D( tDiffuse, vUv ) );",
- "gl_FragColor = opacity * vec4( vec3( depth ), 1.0 );",
- "}"
- ].join("\n")
- };
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