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2026-06-19 18:14:40 +06:00
commit ef3ec8d9f1
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#version 330 core
in vec2 uv;
out vec4 outColor;
uniform sampler2D ColorTexture;
uniform sampler2D DepthTexture;
uniform float time;
uniform float chromaSpeed;
uniform float chromaSaturation;
uniform float chromaBrightness;
// HSV to RGB conversion
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// Create rainbow effect
vec3 createChromaEffect(vec2 coord, float t) {
// Combine vertical and horizontal gradients for more dynamic effect
float hue = fract(coord.y * 0.5 + coord.x * 0.3 + t * chromaSpeed);
// Add wave pattern for more visual interest
float wave = sin(coord.y * 10.0 + t * 3.0) * 0.05;
hue += wave;
// Convert HSV to RGB
vec3 chromaColor = hsv2rgb(vec3(hue, chromaSaturation, chromaBrightness));
return chromaColor;
}
void main() {
vec4 originalColor = texture(ColorTexture, uv);
vec2 texelSize = 1.0 / textureSize(DepthTexture, 0);
// Optimized depth-based masking - cross pattern
float centerDepth = texture(DepthTexture, uv).r;
float minDepth = centerDepth;
minDepth = min(minDepth, texture(DepthTexture, uv + vec2(-texelSize.x, 0.0)).r);
minDepth = min(minDepth, texture(DepthTexture, uv + vec2(texelSize.x, 0.0)).r);
minDepth = min(minDepth, texture(DepthTexture, uv + vec2(0.0, -texelSize.y)).r);
minDepth = min(minDepth, texture(DepthTexture, uv + vec2(0.0, texelSize.y)).r);
float mask = smoothstep(0.99, 0.98, minDepth);
if (mask < 0.01) {
discard;
}
// Create chroma effect
vec3 chromaColor = createChromaEffect(uv, time);
// Add slight pulsing to make it more alive
float pulse = 0.9 + sin(time * 4.0) * 0.1;
chromaColor *= pulse;
vec4 effectColor = vec4(chromaColor, 1.0);
// Mix original color with chroma effect
vec4 finalHandColor = mix(originalColor, effectColor, 0.85);
outColor = vec4(finalHandColor.rgb, mask);
}