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/**
* @author alteredq / http://alteredqualia.com/
*
* 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 <packing>",
"void main() {",
"float depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );",
"gl_FragColor = vec4( vec3( depth ), opacity );",
"}"
].join( "\n" )
};
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