AFRAME.registerShader('depth-shader', {
schema: {
color: {type: 'vec3', is: 'uniform'},
},
vertexShader: [
'varying vec3 viewPos;',
'void main(void) {',
' viewPos = (modelViewMatrix * vec4(position, 1.0)).xyz;',
' gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);',
'}'
].join('\n'),
fragmentShader: [
'varying vec3 viewPos;',
'uniform vec3 color;',
'void main() {',
' float depth = -viewPos.z - 18.0;',
' gl_FragColor.rgb = vec3(depth, depth, depth);',
' gl_FragColor.a = 1.0;',
'}'
].join('\n')
});
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