uniform sampler2D tex; uniform sampler2D normals_and_depth; uniform mat4 invproj; uniform vec2 screen; out vec4 FragColor; void main() { vec2 xy = gl_FragCoord.xy / screen; float FragZ = gl_FragCoord.z; float EnvZ = texture(normals_and_depth, xy).a; vec4 FragmentPos = invproj * (2. * vec4(xy, FragZ, 1.0) - 1.); FragmentPos /= FragmentPos.w; vec4 EnvPos = invproj * (2. * vec4(xy, EnvZ, 1.0) - 1.); EnvPos /= EnvPos.w; float len = dot(vec3(1.0), abs(texture(normals_and_depth, xy).xyz)); float alpha = (len < 0.2) ? 1. : clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.); FragColor = texture(tex, gl_PointCoord.xy); FragColor.a *= alpha; }