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- export default `
- #if defined(dRenderVariant_color)
- #if !defined(dRenderMode_volume) && !defined(dRenderMode_isosurface)
- uniform sampler2D tDepth;
- float getDepth(const in vec2 coords) {
- #ifdef dPackedDepth
- return unpackRGBAToDepth(texture2D(tDepth, coords));
- #else
- return texture2D(tDepth, coords).r;
- #endif
- }
- #endif
- uniform int uRenderWboit;
- uniform vec4 uViewport;
- #endif
- float calcDepth(const in vec3 pos) {
- vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;
- return 0.5 + 0.5 * clipZW.x / clipZW.y;
- }
- `;
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