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- export const depthMerge_frag = `
- precision highp float;
- precision highp sampler2D;
- uniform sampler2D tDepthPrimitives;
- uniform sampler2D tDepthVolumes;
- uniform vec2 uTexSize;
- #include common
- float getDepth(const in vec2 coords, sampler2D tDepth) {
- #ifdef dPackedDepth
- return unpackRGBAToDepth(texture2D(tDepth, coords));
- #else
- return texture2D(tDepth, coords).r;
- #endif
- }
- void main() {
- vec2 coords = gl_FragCoord.xy / uTexSize;
- float depth = min(getDepth(coords, tDepthPrimitives), getDepth(coords, tDepthVolumes));
- gl_FragColor = packDepthToRGBA(depth);
- }
- `;
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