diff --git a/src/renderers/shaders/ShaderLib.js b/src/renderers/shaders/ShaderLib.js index 83d2e845bd7f918916da8ed8bac85a7bd4af4963..370bb821873580890e3d5a1ee77a9ba9e264730b 100644 --- a/src/renderers/shaders/ShaderLib.js +++ b/src/renderers/shaders/ShaderLib.js @@ -1012,7 +1012,7 @@ THREE.ShaderLib = { " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", - " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );", + " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", " res -= res.xxyz * bit_mask;", " return res;", @@ -1084,12 +1084,12 @@ THREE.ShaderLib = { "vec4 pack1K ( float depth ) {", - " depth /= 1000.0;", - " const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", - " const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", - " vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", - " res -= res.xxyz * bitMsk;", - " return res; ", + " depth /= 1000.0;", + " const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", + " const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", + " vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", + " res -= res.xxyz * bitMsk;", + " return res; ", "}",