visualizeShadowmapFragmentShaderLinearDepth16 top-level property

ShaderObject visualizeShadowmapFragmentShaderLinearDepth16
final

Implementation

final ShaderObject visualizeShadowmapFragmentShaderLinearDepth16 =
    ShaderObject("copyF")
      ..AddVaryingVars([vTexUV])
      ..AddUniformVars([
        uTexture,
        // uCutOff,
        uCameraFar, uCameraNear
      ])
      ..SetBody([
        """
void main() {
   float d = texture(${uTexture},  ${vTexUV}).x;
   float near = ${uCameraNear};
   float far = ${uCameraFar};
   float gray = (2.0 * near) / (far + near - d * (far - near));
   ${oFragColor}.rgb = vec3(gray);
   // ${oFragColor}.rgb = vec3(d >= ${uCutOff} ? d : 0.0);
   // ${oFragColor}.rgb = vec3(d);
}
"""
      ]);