material { name : DepthVisualizer, shadingModel : unlit, parameters:[ { type : sampler2d, name : depth, } ], requires : [ uv0 ], depthWrite : true, depthCulling: false } fragment { void material(inout MaterialInputs material) { prepareMaterial(material); vec2 uv = getUV0(); vec4 sampled = textureLod(materialParams_depth, uv, 0.0); //if(sampled.x + sampled.y + sampled.z < 1.0) { // material.baseColor = vec4(0.0, 1.0, 0.0, 1.0); //} else { // material.baseColor = vec4(1.0, 0.0, 0.0, 1.0); //material.baseColor = vec4(sampled.x + sampled.y + sampled.z, sampled.x + sampled.y + sampled.z, sampled.x + sampled.y + sampled.z, 1.0); //} material.baseColor = vec4(sampled.rgb, 1.0); //material.baseColor = vec4(1.0f, 0.0f, 1.0f, 1.0f); //gl_FragDepth = 0.75f; } }