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@@ -25,9 +25,9 @@ fragment =
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highp float distance_to_camera = distance(v_vertex, u_viewPosition) * 1000.; // distance in micron
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vec3 encoded; // encode float into 3 8-bit channels; this gives a precision of a micron at a range of up to ~16 meter
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- encoded.b = floor(distance_to_camera / 65536.0);
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- encoded.g = floor((distance_to_camera - encoded.b * 65536.0) / 256.0);
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- encoded.r = floor(distance_to_camera - encoded.b * 65536.0 - encoded.g * 256.0);
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+ encoded.r = floor(distance_to_camera / 65536.0);
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+ encoded.g = floor((distance_to_camera - encoded.r * 65536.0) / 256.0);
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+ encoded.b = floor(distance_to_camera - encoded.r * 65536.0 - encoded.g * 256.0);
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gl_FragColor.rgb = encoded / 255.;
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gl_FragColor.a = 1.0;
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