15 lines
324 B
GLSL
15 lines
324 B
GLSL
varying float vFragDepth;
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uniform float logDepthBufFC;
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#include <common>
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#include <morphtarget_pars_vertex>
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void main() {
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#include <begin_vertex>
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#include <morphtarget_vertex>
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#include <project_vertex>
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// gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;
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vFragDepth = 1.0 + gl_Position.w;
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}
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