export default /* glsl */`
#define DISTANCE
uniform vec3 referencePosition;
uniform float nearDistance;
uniform float farDistance;
varying vec3 vWorldPosition;
#include
#include
#include
#include
#include
#include
void main () {
#include
vec4 diffuseColor = vec4( 1.0 );
#include
#include
#include
float dist = length( vWorldPosition - referencePosition );
dist = ( dist - nearDistance ) / ( farDistance - nearDistance );
dist = saturate( dist ); // clamp to [ 0, 1 ]
gl_FragColor = packDepthToRGBA( dist );
}
`;