Depth halftone and neon outlines
A rotating duck is rendered by the classic PBR Render Pipeline. Depth Halftone converts the image to a distance-dependent dot pattern; Depth Neon Outlines adds an animated glow and writes to Window:/. Extract buffer (by name) takes camera from Scene Preprocessor and sends it to both effects.
Try it
Open the ZIP directly in score and start playback; Models/Duck.glb is bundled. Change dotsNear, dotsFar and depthScale to compare near and distant halftone detail. Then adjust outline threshold or glow radius. One LFO controls glow intensity; another passes through 360x and Vec3f to rotate the model.
Keep the camera buffer connected to the same scene that produces the image and depth. A mismatched camera makes depth reconstruction inconsistent. The bundled model and embedded shaders form a native scene/post-processing pipeline, not Qt Quick 3D.
The depth shader code includes depth_helpers.glsl. Install the score-csf-testers package with its shaderlib/depth directory intact so that this shared include resolves relative to the saved shader source paths.