depth to color map filters as a part of kinect common support
This commit is contained in:
@@ -2,6 +2,7 @@ package org.openrndr.extra.kinect
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import org.openrndr.Extension
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import org.openrndr.Extension
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import org.openrndr.draw.*
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import org.openrndr.draw.*
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import org.openrndr.resourceUrl
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import java.lang.RuntimeException
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import java.lang.RuntimeException
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/**
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/**
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@@ -10,11 +11,13 @@ import java.lang.RuntimeException
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* @param <CTX> data needed to make low level kinect support calls.
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* @param <CTX> data needed to make low level kinect support calls.
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*/
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*/
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interface Kinects<CTX> {
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interface Kinects<CTX> {
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fun countDevices(): Int
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fun countDevices(): Int
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/**
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/**
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* Starts kinect device of a given number.
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* Starts kinect device of a given number.
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*
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*
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* @param num the kinect device index.
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* @throws KinectException if device of such a number does not exist,
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* @throws KinectException if device of such a number does not exist,
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* better to count them first.
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* better to count them first.
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* @see countDevices
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* @see countDevices
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@@ -24,7 +27,8 @@ interface Kinects<CTX> {
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/**
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/**
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* Executes low level Kinect commands in the kinect thread.
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* Executes low level Kinect commands in the kinect thread.
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*/
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*/
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fun execute(commands: (CTX) -> Any) : Any
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fun <T> execute(commands: (CTX) -> T) : T
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}
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}
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/**
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/**
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@@ -38,7 +42,7 @@ interface KinectDevice<CTX> : Extension {
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/**
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/**
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* Executes low level Kinect commands in the kinect thread in the context of this device.
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* Executes low level Kinect commands in the kinect thread in the context of this device.
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*/
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*/
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fun execute(commands: (CTX) -> Any): Any
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fun <T> execute(commands: (CTX) -> T): T
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}
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}
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interface KinectCamera {
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interface KinectCamera {
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@@ -55,3 +59,31 @@ interface KinectDepthCamera : KinectCamera {
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}
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}
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class KinectException(msg: String) : RuntimeException(msg)
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class KinectException(msg: String) : RuntimeException(msg)
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/**
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* Maps depth values to grayscale.
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*/
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class DepthToGrayscaleMapper : Filter(
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filterShaderFromUrl(resourceUrl("depth-to-grayscale.frag", Kinects::class.java))
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)
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/**
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* Maps depth values to color map according to natural light dispersion as described
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* by Alan Zucconi in the
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* <a href="https://www.alanzucconi.com/2017/07/15/improving-the-rainbow/">Improving the Rainbow</a>
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* article.
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*/
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class DepthToColorsZucconi6Mapper : Filter(
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filterShaderFromUrl(resourceUrl("depth-to-colors-zucconi6.frag", Kinects::class.java))
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)
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/**
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* Maps depth values to color map according to
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* <a href="https://ai.googleblog.com/2019/08/turbo-improved-rainbow-colormap-for.html">
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* Turbo, An Improved Rainbow Colormap for Visualization
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* </a>
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* by Google.
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*/
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class DepthToColorsTurboMapper : Filter(
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filterShaderFromUrl(resourceUrl("depth-to-colors-turbo.frag", Kinects::class.java))
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)
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@@ -0,0 +1,41 @@
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#version 330
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uniform sampler2D tex0;
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out vec3 color;
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float saturate(in float x) {
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return max(0, min(1, x));
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}
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// Copyright 2019 Google LLC.
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// SPDX-License-Identifier: Apache-2.0
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// Polynomial approximation in GLSL for the Turbo colormap
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// Original LUT: https://gist.github.com/mikhailov-work/ee72ba4191942acecc03fe6da94fc73f
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// Authors:
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// Colormap Design: Anton Mikhailov (mikhailov@google.com)
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// GLSL Approximation: Ruofei Du (ruofei@google.com)
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vec3 TurboColormap(in float x) {
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const vec4 kRedVec4 = vec4(0.13572138, 4.61539260, -42.66032258, 132.13108234);
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const vec4 kGreenVec4 = vec4(0.09140261, 2.19418839, 4.84296658, -14.18503333);
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const vec4 kBlueVec4 = vec4(0.10667330, 12.64194608, -60.58204836, 110.36276771);
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const vec2 kRedVec2 = vec2(-152.94239396, 59.28637943);
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const vec2 kGreenVec2 = vec2(4.27729857, 2.82956604);
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const vec2 kBlueVec2 = vec2(-89.90310912, 27.34824973);
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x = saturate(x);
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vec4 v4 = vec4( 1.0, x, x * x, x * x * x);
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vec2 v2 = v4.zw * v4.z;
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return vec3(
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dot(v4, kRedVec4) + dot(v2, kRedVec2),
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dot(v4, kGreenVec4) + dot(v2, kGreenVec2),
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dot(v4, kBlueVec4) + dot(v2, kBlueVec2)
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);
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}
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void main() {
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float depth = texelFetch(tex0, ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)), 0).r;
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color = (depth >= .999) ? vec3(0) : TurboColormap(depth);
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}
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@@ -0,0 +1,68 @@
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#version 330
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uniform sampler2D tex0; // kinect raw
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out vec3 color;
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// Spectral Colour Schemes
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// By Alan Zucconi
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// Website: www.alanzucconi.com
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// Twitter: @AlanZucconi
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// Example of different spectral colour schemes
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// to convert visible wavelengths of light (400-700 nm) to RGB colours.
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// The function "spectral_zucconi6" provides the best approximation
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// without including any branching.
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// Its faster version, "spectral_zucconi", is advised for mobile applications.
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// Read "Improving the Rainbow" for more information
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// http://www.alanzucconi.com/?p=6703
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float saturate (float x)
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{
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return min(1.0, max(0.0,x));
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}
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vec3 saturate (vec3 x)
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{
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return min(vec3(1.,1.,1.), max(vec3(0.,0.,0.),x));
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}
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// --- Spectral Zucconi --------------------------------------------
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// By Alan Zucconi
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// Based on GPU Gems: https://developer.nvidia.com/sites/all/modules/custom/gpugems/books/GPUGems/gpugems_ch08.html
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// But with values optimised to match as close as possible the visible spectrum
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// Fits this: https://commons.wikimedia.org/wiki/File:Linear_visible_spectrum.svg
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// With weighter MSE (RGB weights: 0.3, 0.59, 0.11)
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vec3 bump3y (vec3 x, vec3 yoffset)
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{
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vec3 y = vec3(1.,1.,1.) - x * x;
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y = saturate(y-yoffset);
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return y;
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}
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// --- Spectral Zucconi 6 --------------------------------------------
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// Based on GPU Gems
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// Optimised by Alan Zucconi
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vec3 spectral_zucconi6 (float x)
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{
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const vec3 c1 = vec3(3.54585104, 2.93225262, 2.41593945);
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const vec3 x1 = vec3(0.69549072, 0.49228336, 0.27699880);
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const vec3 y1 = vec3(0.02312639, 0.15225084, 0.52607955);
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const vec3 c2 = vec3(3.90307140, 3.21182957, 3.96587128);
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const vec3 x2 = vec3(0.11748627, 0.86755042, 0.66077860);
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const vec3 y2 = vec3(0.84897130, 0.88445281, 0.73949448);
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return
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bump3y(c1 * (x - x1), y1) +
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bump3y(c2 * (x - x2), y2) ;
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}
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void main() {
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float depth = texelFetch(tex0, ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)), 0).r;
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color = (depth >= .999) ? vec3(0) : spectral_zucconi6(depth);
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}
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@@ -0,0 +1,9 @@
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#version 330
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uniform sampler2D tex0;
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out vec3 color;
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void main() {
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float depth = texelFetch(tex0, ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)), 0).r;
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color = (depth >= .999) ? vec3(0) : vec3(depth);
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}
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