23 lines
688 B
GLSL
23 lines
688 B
GLSL
uniform sampler2D tex;
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uniform sampler2D dtex;
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uniform mat4 invproj;
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in float lf;
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in vec2 tc;
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in vec3 pc;
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out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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void main(void)
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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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vec4 FragmentPos = getPosFromUVDepth(vec3(xy, FragZ), InverseProjectionMatrix);
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float EnvZ = texture(dtex, xy).x;
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vec4 EnvPos = getPosFromUVDepth(vec3(xy, EnvZ), InverseProjectionMatrix);
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float alpha = clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
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vec4 color = texture(tex, tc) * vec4(pc, 1.0);
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FragColor = color * alpha * smoothstep(1., 0.8, lf);
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}
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