#if defined(HAS_DEPTH_BUFFER) #if DEPTH_PACKING == 3200 #define unpackDepth(rgba_depth) (1.0 - rgba_depth.r) #elif DEPTH_PACKING == 3201 #define unpackDepth(rgba_depth) unpackRGBAToDepth(rgba_depth) #endif uniform sampler2D tDepthBuffer; #define getDepth(uv) unpackDepth(texture2D(tDepthBuffer, uv)) #endif