Buckets:
| export const vertex = /* glsl */` | |
| #define DISTANCE | |
| varying vec3 vWorldPosition; | |
| #include <common> | |
| #include <batching_pars_vertex> | |
| #include <uv_pars_vertex> | |
| #include <displacementmap_pars_vertex> | |
| #include <morphtarget_pars_vertex> | |
| #include <skinning_pars_vertex> | |
| #include <clipping_planes_pars_vertex> | |
| void main() { | |
| #include <uv_vertex> | |
| #include <batching_vertex> | |
| #include <skinbase_vertex> | |
| #include <morphinstance_vertex> | |
| #ifdef USE_DISPLACEMENTMAP | |
| #include <beginnormal_vertex> | |
| #include <morphnormal_vertex> | |
| #include <skinnormal_vertex> | |
| #endif | |
| #include <begin_vertex> | |
| #include <morphtarget_vertex> | |
| #include <skinning_vertex> | |
| #include <displacementmap_vertex> | |
| #include <project_vertex> | |
| #include <worldpos_vertex> | |
| #include <clipping_planes_vertex> | |
| vWorldPosition = worldPosition.xyz; | |
| } | |
| `; | |
| export const fragment = /* glsl */` | |
| #define DISTANCE | |
| uniform vec3 referencePosition; | |
| uniform float nearDistance; | |
| uniform float farDistance; | |
| varying vec3 vWorldPosition; | |
| #include <common> | |
| #include <packing> | |
| #include <uv_pars_fragment> | |
| #include <map_pars_fragment> | |
| #include <alphamap_pars_fragment> | |
| #include <alphatest_pars_fragment> | |
| #include <alphahash_pars_fragment> | |
| #include <clipping_planes_pars_fragment> | |
| void main () { | |
| vec4 diffuseColor = vec4( 1.0 ); | |
| #include <clipping_planes_fragment> | |
| #include <map_fragment> | |
| #include <alphamap_fragment> | |
| #include <alphatest_fragment> | |
| #include <alphahash_fragment> | |
| float dist = length( vWorldPosition - referencePosition ); | |
| dist = ( dist - nearDistance ) / ( farDistance - nearDistance ); | |
| dist = saturate( dist ); // clamp to [ 0, 1 ] | |
| gl_FragColor = packDepthToRGBA( dist ); | |
| } | |
| `; | |
Xet Storage Details
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- 1.66 kB
- Xet hash:
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