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WebGLRenderer: Removed gl_FragDepth-based logarithmic depth buffer code #22041

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2 changes: 1 addition & 1 deletion examples/js/effects/OutlineEffect.js
Original file line number Diff line number Diff line change
Expand Up @@ -95,7 +95,7 @@
' vec4 pos2 = projectionMatrix * modelViewMatrix * vec4( skinned.xyz + normal, 1.0 );', // NOTE: subtract pos2 from pos because THREE.BackSide objectNormal is negative
' vec4 norm = normalize( pos - pos2 );', ' return pos + norm * thickness * pos.w * ratio;', '}', 'void main() {', ' #include <uv_vertex>', ' #include <beginnormal_vertex>', ' #include <morphnormal_vertex>', ' #include <skinbase_vertex>', ' #include <skinnormal_vertex>', ' #include <begin_vertex>', ' #include <morphtarget_vertex>', ' #include <skinning_vertex>', ' #include <displacementmap_vertex>', ' #include <project_vertex>', ' vec3 outlineNormal = - objectNormal;', // the outline material is always rendered with THREE.BackSide
' gl_Position = calculateOutline( gl_Position, outlineNormal, vec4( transformed, 1.0 ) );', ' #include <logdepthbuf_vertex>', ' #include <clipping_planes_vertex>', ' #include <fog_vertex>', '}' ].join( '\n' );
const fragmentShader = [ '#include <common>', '#include <fog_pars_fragment>', '#include <logdepthbuf_pars_fragment>', '#include <clipping_planes_pars_fragment>', 'uniform vec3 outlineColor;', 'uniform float outlineAlpha;', 'void main() {', ' #include <clipping_planes_fragment>', ' #include <logdepthbuf_fragment>', ' gl_FragColor = vec4( outlineColor, outlineAlpha );', ' #include <tonemapping_fragment>', ' #include <encodings_fragment>', ' #include <fog_fragment>', ' #include <premultiplied_alpha_fragment>', '}' ].join( '\n' );
const fragmentShader = [ '#include <common>', '#include <fog_pars_fragment>', '#include <clipping_planes_pars_fragment>', 'uniform vec3 outlineColor;', 'uniform float outlineAlpha;', 'void main() {', ' #include <clipping_planes_fragment>', ' gl_FragColor = vec4( outlineColor, outlineAlpha );', ' #include <tonemapping_fragment>', ' #include <encodings_fragment>', ' #include <fog_fragment>', ' #include <premultiplied_alpha_fragment>', '}' ].join( '\n' );

function createMaterial() {

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2 changes: 0 additions & 2 deletions examples/js/lines/LineMaterial.js
Original file line number Diff line number Diff line change
Expand Up @@ -201,7 +201,6 @@
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>

varying vec2 vUv;
Expand Down Expand Up @@ -250,7 +249,6 @@

vec4 diffuseColor = vec4( diffuse, alpha );

#include <logdepthbuf_fragment>
#include <color_fragment>

gl_FragColor = vec4( diffuseColor.rgb, alpha );
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2 changes: 0 additions & 2 deletions examples/js/loaders/LDrawLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -76,7 +76,6 @@
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {

Expand All @@ -85,7 +84,6 @@
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <color_fragment>
outgoingLight = diffuseColor.rgb; // simple shader
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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4 changes: 0 additions & 4 deletions examples/js/objects/Reflector.js
Original file line number Diff line number Diff line change
Expand Up @@ -177,8 +177,6 @@
uniform sampler2D tDiffuse;
varying vec4 vUv;

#include <logdepthbuf_pars_fragment>

float blendOverlay( float base, float blend ) {

return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
Expand All @@ -193,8 +191,6 @@

void main() {

#include <logdepthbuf_fragment>

vec4 base = texture2DProj( tDiffuse, vUv );
gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );

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2 changes: 0 additions & 2 deletions examples/js/objects/Water.js
Original file line number Diff line number Diff line change
Expand Up @@ -155,14 +155,12 @@
#include <packing>
#include <bsdfs>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <lights_pars_begin>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>

void main() {

#include <logdepthbuf_fragment>
vec4 noise = getNoise( worldPosition.xz * size );
vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );

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3 changes: 0 additions & 3 deletions examples/js/objects/Water2.js
Original file line number Diff line number Diff line change
Expand Up @@ -231,7 +231,6 @@

#include <common>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>

uniform sampler2D tReflectionMap;
uniform sampler2D tRefractionMap;
Expand All @@ -254,8 +253,6 @@

void main() {

#include <logdepthbuf_fragment>

float flowMapOffset0 = config.x;
float flowMapOffset1 = config.y;
float halfCycle = config.z;
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2 changes: 1 addition & 1 deletion examples/js/utils/GeometryCompressionUtils.js
Original file line number Diff line number Diff line change
Expand Up @@ -684,7 +684,7 @@
#endif
#endif`, THREE.ShaderChunk.morphtarget_vertex, THREE.ShaderChunk.skinning_vertex, THREE.ShaderChunk.displacementmap_vertex, THREE.ShaderChunk.project_vertex, THREE.ShaderChunk.logdepthbuf_vertex, THREE.ShaderChunk.clipping_planes_vertex, 'vViewPosition = - mvPosition.xyz;', THREE.ShaderChunk.worldpos_vertex, THREE.ShaderChunk.envmap_vertex, THREE.ShaderChunk.shadowmap_vertex, THREE.ShaderChunk.fog_vertex, '}' ].join( '\n' ); // Use the original THREE.MeshPhongMaterial's fragmentShader.

this.fragmentShader = [ '#define PHONG', 'uniform vec3 diffuse;', 'uniform vec3 emissive;', 'uniform vec3 specular;', 'uniform float shininess;', 'uniform float opacity;', THREE.ShaderChunk.common, THREE.ShaderChunk.packing, THREE.ShaderChunk.dithering_pars_fragment, THREE.ShaderChunk.color_pars_fragment, THREE.ShaderChunk.uv_pars_fragment, THREE.ShaderChunk.uv2_pars_fragment, THREE.ShaderChunk.map_pars_fragment, THREE.ShaderChunk.alphamap_pars_fragment, THREE.ShaderChunk.aomap_pars_fragment, THREE.ShaderChunk.lightmap_pars_fragment, THREE.ShaderChunk.emissivemap_pars_fragment, THREE.ShaderChunk.envmap_common_pars_fragment, THREE.ShaderChunk.envmap_pars_fragment, THREE.ShaderChunk.cube_uv_reflection_fragment, THREE.ShaderChunk.fog_pars_fragment, THREE.ShaderChunk.bsdfs, THREE.ShaderChunk.lights_pars_begin, THREE.ShaderChunk.lights_phong_pars_fragment, THREE.ShaderChunk.shadowmap_pars_fragment, THREE.ShaderChunk.bumpmap_pars_fragment, THREE.ShaderChunk.normalmap_pars_fragment, THREE.ShaderChunk.specularmap_pars_fragment, THREE.ShaderChunk.logdepthbuf_pars_fragment, THREE.ShaderChunk.clipping_planes_pars_fragment, 'void main() {', THREE.ShaderChunk.clipping_planes_fragment, 'vec4 diffuseColor = vec4( diffuse, opacity );', 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );', 'vec3 totalEmissiveRadiance = emissive;', THREE.ShaderChunk.logdepthbuf_fragment, THREE.ShaderChunk.map_fragment, THREE.ShaderChunk.color_fragment, THREE.ShaderChunk.alphamap_fragment, THREE.ShaderChunk.alphatest_fragment, THREE.ShaderChunk.specularmap_fragment, THREE.ShaderChunk.normal_fragment_begin, THREE.ShaderChunk.normal_fragment_maps, THREE.ShaderChunk.emissivemap_fragment, // accumulation
this.fragmentShader = [ '#define PHONG', 'uniform vec3 diffuse;', 'uniform vec3 emissive;', 'uniform vec3 specular;', 'uniform float shininess;', 'uniform float opacity;', THREE.ShaderChunk.common, THREE.ShaderChunk.packing, THREE.ShaderChunk.dithering_pars_fragment, THREE.ShaderChunk.color_pars_fragment, THREE.ShaderChunk.uv_pars_fragment, THREE.ShaderChunk.uv2_pars_fragment, THREE.ShaderChunk.map_pars_fragment, THREE.ShaderChunk.alphamap_pars_fragment, THREE.ShaderChunk.aomap_pars_fragment, THREE.ShaderChunk.lightmap_pars_fragment, THREE.ShaderChunk.emissivemap_pars_fragment, THREE.ShaderChunk.envmap_common_pars_fragment, THREE.ShaderChunk.envmap_pars_fragment, THREE.ShaderChunk.cube_uv_reflection_fragment, THREE.ShaderChunk.fog_pars_fragment, THREE.ShaderChunk.bsdfs, THREE.ShaderChunk.lights_pars_begin, THREE.ShaderChunk.lights_phong_pars_fragment, THREE.ShaderChunk.shadowmap_pars_fragment, THREE.ShaderChunk.bumpmap_pars_fragment, THREE.ShaderChunk.normalmap_pars_fragment, THREE.ShaderChunk.specularmap_pars_fragment, THREE.ShaderChunk.clipping_planes_pars_fragment, 'void main() {', THREE.ShaderChunk.clipping_planes_fragment, 'vec4 diffuseColor = vec4( diffuse, opacity );', 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );', 'vec3 totalEmissiveRadiance = emissive;', THREE.ShaderChunk.map_fragment, THREE.ShaderChunk.color_fragment, THREE.ShaderChunk.alphamap_fragment, THREE.ShaderChunk.alphatest_fragment, THREE.ShaderChunk.specularmap_fragment, THREE.ShaderChunk.normal_fragment_begin, THREE.ShaderChunk.normal_fragment_maps, THREE.ShaderChunk.emissivemap_fragment, // accumulation
THREE.ShaderChunk.lights_phong_fragment, THREE.ShaderChunk.lights_fragment_begin, THREE.ShaderChunk.lights_fragment_maps, THREE.ShaderChunk.lights_fragment_end, // modulation
THREE.ShaderChunk.aomap_fragment, 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;', THREE.ShaderChunk.envmap_fragment, 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );', THREE.ShaderChunk.tonemapping_fragment, THREE.ShaderChunk.encodings_fragment, THREE.ShaderChunk.fog_fragment, THREE.ShaderChunk.premultiplied_alpha_fragment, THREE.ShaderChunk.dithering_fragment, '}' ].join( '\n' );
this.setValues( parameters );
Expand Down
2 changes: 0 additions & 2 deletions examples/jsm/effects/OutlineEffect.js
Original file line number Diff line number Diff line change
Expand Up @@ -151,7 +151,6 @@ class OutlineEffect {

'#include <common>',
'#include <fog_pars_fragment>',
'#include <logdepthbuf_pars_fragment>',
'#include <clipping_planes_pars_fragment>',

'uniform vec3 outlineColor;',
Expand All @@ -160,7 +159,6 @@ class OutlineEffect {
'void main() {',

' #include <clipping_planes_fragment>',
' #include <logdepthbuf_fragment>',

' gl_FragColor = vec4( outlineColor, outlineAlpha );',

Expand Down
2 changes: 0 additions & 2 deletions examples/jsm/lines/LineMaterial.js
Original file line number Diff line number Diff line change
Expand Up @@ -204,7 +204,6 @@ ShaderLib[ 'line' ] = {
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>

varying vec2 vUv;
Expand Down Expand Up @@ -253,7 +252,6 @@ ShaderLib[ 'line' ] = {

vec4 diffuseColor = vec4( diffuse, alpha );

#include <logdepthbuf_fragment>
#include <color_fragment>

gl_FragColor = vec4( diffuseColor.rgb, alpha );
Expand Down
2 changes: 0 additions & 2 deletions examples/jsm/loaders/LDrawLoader.js
Original file line number Diff line number Diff line change
Expand Up @@ -93,7 +93,6 @@ const conditionalLineFragShader = /* glsl */`
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {

Expand All @@ -102,7 +101,6 @@ const conditionalLineFragShader = /* glsl */`
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <color_fragment>
outgoingLight = diffuseColor.rgb; // simple shader
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
Expand Down
5 changes: 1 addition & 4 deletions examples/jsm/nodes/materials/nodes/PhongNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -151,8 +151,7 @@ class PhongNode extends Node {
#include <bsdfs>
#include <lights_pars_begin>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <logdepthbuf_pars_fragment>`
#include <shadowmap_pars_fragment>`
);

const output = [
Expand All @@ -177,8 +176,6 @@ class PhongNode extends Node {
' vec3 diffuseColor = ' + color.result + ';',
' ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );',

'#include <logdepthbuf_fragment>',

specular.code,
' vec3 specular = ' + specular.result + ';',

Expand Down
4 changes: 1 addition & 3 deletions examples/jsm/nodes/materials/nodes/SpriteNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -111,13 +111,11 @@ class SpriteNode extends Node {

builder.addParsCode( /* glsl */`
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>`
);

builder.addCode( /* glsl */`
#include <clipping_planes_fragment>
#include <logdepthbuf_fragment>`
#include <clipping_planes_fragment>`
);

// analyze all nodes to reuse generate codes
Expand Down
5 changes: 1 addition & 4 deletions examples/jsm/nodes/materials/nodes/StandardNode.js
Original file line number Diff line number Diff line change
Expand Up @@ -248,8 +248,7 @@ class StandardNode extends Node {
#include <bsdfs>
#include <lights_pars_begin>
#include <lights_physical_pars_fragment>
#include <shadowmap_pars_fragment>
#include <logdepthbuf_pars_fragment>`
#include <shadowmap_pars_fragment>`
);

const output = [
Expand Down Expand Up @@ -278,8 +277,6 @@ class StandardNode extends Node {
' vec3 diffuseColor = ' + color.result + ';',
' ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );',

'#include <logdepthbuf_fragment>',

roughness.code,
' float roughnessFactor = ' + roughness.result + ';',

Expand Down
4 changes: 0 additions & 4 deletions examples/jsm/objects/Reflector.js
Original file line number Diff line number Diff line change
Expand Up @@ -239,8 +239,6 @@ Reflector.ReflectorShader = {
uniform sampler2D tDiffuse;
varying vec4 vUv;

#include <logdepthbuf_pars_fragment>

float blendOverlay( float base, float blend ) {

return( base < 0.5 ? ( 2.0 * base * blend ) : ( 1.0 - 2.0 * ( 1.0 - base ) * ( 1.0 - blend ) ) );
Expand All @@ -255,8 +253,6 @@ Reflector.ReflectorShader = {

void main() {

#include <logdepthbuf_fragment>

vec4 base = texture2DProj( tDiffuse, vUv );
gl_FragColor = vec4( blendOverlay( base.rgb, color ), 1.0 );

Expand Down
2 changes: 0 additions & 2 deletions examples/jsm/objects/Water.js
Original file line number Diff line number Diff line change
Expand Up @@ -162,14 +162,12 @@ class Water extends Mesh {
#include <packing>
#include <bsdfs>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <lights_pars_begin>
#include <shadowmap_pars_fragment>
#include <shadowmask_pars_fragment>

void main() {

#include <logdepthbuf_fragment>
vec4 noise = getNoise( worldPosition.xz * size );
vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );

Expand Down
3 changes: 0 additions & 3 deletions examples/jsm/objects/Water2.js
Original file line number Diff line number Diff line change
Expand Up @@ -285,7 +285,6 @@ Water.WaterShader = {

#include <common>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>

uniform sampler2D tReflectionMap;
uniform sampler2D tRefractionMap;
Expand All @@ -308,8 +307,6 @@ Water.WaterShader = {

void main() {

#include <logdepthbuf_fragment>

float flowMapOffset0 = config.x;
float flowMapOffset1 = config.y;
float halfCycle = config.z;
Expand Down
2 changes: 0 additions & 2 deletions examples/jsm/utils/GeometryCompressionUtils.js
Original file line number Diff line number Diff line change
Expand Up @@ -862,7 +862,6 @@ class PackedPhongMaterial extends MeshPhongMaterial {
ShaderChunk.bumpmap_pars_fragment,
ShaderChunk.normalmap_pars_fragment,
ShaderChunk.specularmap_pars_fragment,
ShaderChunk.logdepthbuf_pars_fragment,
ShaderChunk.clipping_planes_pars_fragment,

'void main() {',
Expand All @@ -873,7 +872,6 @@ class PackedPhongMaterial extends MeshPhongMaterial {
'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );',
'vec3 totalEmissiveRadiance = emissive;',

ShaderChunk.logdepthbuf_fragment,
ShaderChunk.map_fragment,
ShaderChunk.color_fragment,
ShaderChunk.alphamap_fragment,
Expand Down
4 changes: 0 additions & 4 deletions src/renderers/shaders/ShaderChunk.js
Original file line number Diff line number Diff line change
Expand Up @@ -48,8 +48,6 @@ import lights_physical_pars_fragment from './ShaderChunk/lights_physical_pars_fr
import lights_fragment_begin from './ShaderChunk/lights_fragment_begin.glsl.js';
import lights_fragment_maps from './ShaderChunk/lights_fragment_maps.glsl.js';
import lights_fragment_end from './ShaderChunk/lights_fragment_end.glsl.js';
import logdepthbuf_fragment from './ShaderChunk/logdepthbuf_fragment.glsl.js';
import logdepthbuf_pars_fragment from './ShaderChunk/logdepthbuf_pars_fragment.glsl.js';
import logdepthbuf_pars_vertex from './ShaderChunk/logdepthbuf_pars_vertex.glsl.js';
import logdepthbuf_vertex from './ShaderChunk/logdepthbuf_vertex.glsl.js';
import map_fragment from './ShaderChunk/map_fragment.glsl.js';
Expand Down Expand Up @@ -180,8 +178,6 @@ export const ShaderChunk = {
lights_fragment_begin: lights_fragment_begin,
lights_fragment_maps: lights_fragment_maps,
lights_fragment_end: lights_fragment_end,
logdepthbuf_fragment: logdepthbuf_fragment,
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
logdepthbuf_vertex: logdepthbuf_vertex,
map_fragment: map_fragment,
Expand Down

This file was deleted.

This file was deleted.

Original file line number Diff line number Diff line change
@@ -1,16 +1,7 @@
export default /* glsl */`
#ifdef USE_LOGDEPTHBUF

#ifdef USE_LOGDEPTHBUF_EXT

varying float vFragDepth;
varying float vIsPerspective;

#else

uniform float logDepthBufFC;

#endif
uniform float logDepthBufFC;

#endif
`;
17 changes: 4 additions & 13 deletions src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl.js
Original file line number Diff line number Diff line change
@@ -1,22 +1,13 @@
export default /* glsl */`
#ifdef USE_LOGDEPTHBUF

#ifdef USE_LOGDEPTHBUF_EXT
if ( isPerspectiveMatrix( projectionMatrix ) ) {

vFragDepth = 1.0 + gl_Position.w;
vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );
gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;

#else
gl_Position.z *= gl_Position.w;

if ( isPerspectiveMatrix( projectionMatrix ) ) {

gl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;

gl_Position.z *= gl_Position.w;

}

#endif
}

#endif
`;
3 changes: 0 additions & 3 deletions src/renderers/shaders/ShaderLib/depth_frag.glsl.js
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,6 @@ export default /* glsl */`
#include <uv_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>

varying vec2 vHighPrecisionZW;
Expand All @@ -31,8 +30,6 @@ void main() {
#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;

Expand Down
2 changes: 0 additions & 2 deletions src/renderers/shaders/ShaderLib/linedashed_frag.glsl.js
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,6 @@ varying float vLineDistance;
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>

void main() {
Expand All @@ -26,7 +25,6 @@ void main() {
vec3 outgoingLight = vec3( 0.0 );
vec4 diffuseColor = vec4( diffuse, opacity );

#include <logdepthbuf_fragment>
#include <color_fragment>

outgoingLight = diffuseColor.rgb; // simple shader
Expand Down
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