attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec4 in_Colour; attribute vec2 in_TextureCoord; varying float v_LightDepth; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_LightDepth = gl_Position.z; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ varying float v_LightDepth; uniform int use_8bit; vec3 floatToUnorm(float v) { v *= 65536.; float r = floor(v / 65536.); v -= 65536. * r; float g = floor(v / 256.); v -= 256. * g; float b = floor(v); return vec3(r, g, b) / 256.; } void main() { float d = v_LightDepth; if(use_8bit == 1) gl_FragColor = vec4(floatToUnorm(d), 1.); else gl_FragColor = vec4(d, 0., 0., 1.); }