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( function () {
/**
* Unpack RGBA depth shader
* - show RGBA encoded depth as monochrome color
*/
const UnpackDepthRGBAShader = {
uniforms: {
'tDiffuse': {
value: null
},
'opacity': {
value: 1.0
}
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
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 );
}`
};
THREE.UnpackDepthRGBAShader = UnpackDepthRGBAShader;
} )();