export const vertex = /* glsl */` #include <common> #include <uv_pars_vertex> #include <displacementmap_pars_vertex> #include <morphtarget_pars_vertex> #include <skinning_pars_vertex> #include <logdepthbuf_pars_vertex> #include <clipping_planes_pars_vertex> // This is used for computing an equivalent of gl_FragCoord.z that is as high precision as possible. // Some platforms compute gl_FragCoord at a lower precision which makes the manually computed value better for // depth-based postprocessing effects. Reproduced on iPad with A10 processor / iPadOS 13.3.1. varying vec2 vHighPrecisionZW; void main() { #include <uv_vertex> #include <skinbase_vertex> #ifdef USE_DISPLACEMENTMAP #include <beginnormal_vertex> #include <morphnormal_vertex> #include <skinnormal_vertex> #endif #include <begin_vertex> #include <morphtarget_vertex> #include <skinning_vertex> #include <displacementmap_vertex> #include <project_vertex> #include <logdepthbuf_vertex> #include <clipping_planes_vertex> vHighPrecisionZW = gl_Position.zw; } `; export const fragment = /* glsl */` #if DEPTH_PACKING == 3200 uniform float opacity; #endif #include <common> #include <packing> #include <uv_pars_fragment> #include <map_pars_fragment> #include <alphamap_pars_fragment> #include <alphatest_pars_fragment> #include <logdepthbuf_pars_fragment> #include <clipping_planes_pars_fragment> varying vec2 vHighPrecisionZW; void main() { #include <clipping_planes_fragment> vec4 diffuseColor = vec4( 1.0 ); #if DEPTH_PACKING == 3200 diffuseColor.a = opacity; #endif #include <map_fragment> #include <alphamap_fragment> #include <alphatest_fragment> #include <logdepthbuf_fragment> // Higher precision equivalent of gl_FragCoord.z. This assumes depthRange has been left to its default values. float fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5; #if DEPTH_PACKING == 3200 gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity ); #elif DEPTH_PACKING == 3201 gl_FragColor = packDepthToRGBA( fragCoordZ ); #endif } `;