(function (global, factory) { if (typeof define === "function" && define.amd) { define(["exports"], factory); } else if (typeof exports !== "undefined") { factory(exports); } else { var mod = { exports: {} }; factory(mod.exports); global.UnpackDepthRGBAShader = mod.exports; } })(typeof globalThis !== "undefined" ? globalThis : typeof self !== "undefined" ? self : this, function (_exports) { "use strict"; Object.defineProperty(_exports, "__esModule", { value: true }); _exports.UnpackDepthRGBAShader = void 0; /** * Unpack RGBA depth shader * - show RGBA encoded depth as monochrome color */ var UnpackDepthRGBAShader = { uniforms: { 'tDiffuse': { value: null }, 'opacity': { value: 1.0 } }, vertexShader: /* glsl */ "\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}", fragmentShader: /* glsl */ "\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\t#include <packing>\n\n\t\tvoid main() {\n\n\t\t\tfloat depth = 1.0 - unpackRGBAToDepth( texture2D( tDiffuse, vUv ) );\n\t\t\tgl_FragColor = vec4( vec3( depth ), opacity );\n\n\t\t}" }; _exports.UnpackDepthRGBAShader = UnpackDepthRGBAShader; });