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#version 130
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uniform sampler2D tex;
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uniform float bdiscard = 0.0;
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uniform sampler2D normals_and_depth;
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uniform mat4 invproj;
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uniform vec2 screen;
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void main()
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{
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vec2 xy = gl_FragCoord.xy / screen;
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float FragZ = gl_FragCoord.z;
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float EnvZ = texture2D(normals_and_depth, xy).a;
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vec4 FragmentPos = invproj * (2. * vec4(xy, FragZ, 1.0) - 1.);
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FragmentPos /= FragmentPos.w;
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vec4 EnvPos = invproj * (2. * vec4(xy, EnvZ, 1.0) - 1.);
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EnvPos /= EnvPos.w;
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float len = dot(vec3(1.0), abs(texture2D(normals_and_depth, xy).xyz));
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float alpha = (len < 0.2) ? 1. : clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
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if (bdiscard < 0.5)
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discard;
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gl_FragColor = texture2D(tex, gl_PointCoord.xy);
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gl_FragColor.a *= alpha;
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2013-11-30 16:33:06 -05:00
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}
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