mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-08-22 05:10:45 +02:00
58 lines
998 B
JavaScript
58 lines
998 B
JavaScript
|
/**
|
||
|
* @author alteredq / http://alteredqualia.com/
|
||
|
*
|
||
|
* Unpack RGBA depth shader
|
||
|
* - show RGBA encoded depth as monochrome color
|
||
|
*/
|
||
|
|
||
|
THREE.UnpackDepthRGBAShader = {
|
||
|
|
||
|
uniforms: {
|
||
|
|
||
|
"tDiffuse": { type: "t", value: null },
|
||
|
"opacity": { type: "f", value: 1.0 }
|
||
|
|
||
|
},
|
||
|
|
||
|
vertexShader: [
|
||
|
|
||
|
"varying vec2 vUv;",
|
||
|
|
||
|
"void main() {",
|
||
|
|
||
|
"vUv = uv;",
|
||
|
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
||
|
|
||
|
"}"
|
||
|
|
||
|
].join("\n"),
|
||
|
|
||
|
fragmentShader: [
|
||
|
|
||
|
"uniform float opacity;",
|
||
|
|
||
|
"uniform sampler2D tDiffuse;",
|
||
|
|
||
|
"varying vec2 vUv;",
|
||
|
|
||
|
// RGBA depth
|
||
|
|
||
|
"float unpackDepth( const in vec4 rgba_depth ) {",
|
||
|
|
||
|
"const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
|
||
|
"float depth = dot( rgba_depth, bit_shift );",
|
||
|
"return depth;",
|
||
|
|
||
|
"}",
|
||
|
|
||
|
"void main() {",
|
||
|
|
||
|
"float depth = 1.0 - unpackDepth( texture2D( tDiffuse, vUv ) );",
|
||
|
"gl_FragColor = opacity * vec4( vec3( depth ), 1.0 );",
|
||
|
|
||
|
"}"
|
||
|
|
||
|
].join("\n")
|
||
|
|
||
|
};
|