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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 vec3 customColor1;
uniform vec3 customColor2;
uniform float effectAlpha;
vec3 createVerticalGradient(vec2 coord, vec3 color1, vec3 color2, float t) {
float factor = coord.y + t;
factor = sin(factor * 3.14159 * 2.0) * 0.5 + 0.5;
return mix(color1, color2, factor);
}
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;
}
vec3 gradientColor = createVerticalGradient(uv, customColor1, customColor2, time);
float brightness = 0.85 + sin(time * 6.28318) * 0.15;
gradientColor *= brightness;
vec4 effectColor = vec4(gradientColor, 1.0);
vec4 finalHandColor = mix(originalColor, effectColor, effectAlpha);
outColor = vec4(finalHandColor.rgb, mask);
}