#if DEPTH_PACKING == 3200 uniform float opacity; #endif #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( 1.0 ); #if DEPTH_PACKING == 3200 diffuseColor.a = opacity; #endif #include #include #include #include #if DEPTH_PACKING == 3200 gl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity ); #elif DEPTH_PACKING == 3201 gl_FragColor = packDepthToRGBA( gl_FragCoord.z ); #endif }