/** * @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") };