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const UnpackDepthRGBAShader = {
uniforms: {
tDiffuse: { value: null },
opacity: { value: 1 }
},
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 );
}
`
)
};
export {
UnpackDepthRGBAShader
};
//# sourceMappingURL=UnpackDepthRGBAShader.js.map

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