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);
}
"""
]);