#version 330 core in vec2 uv; out vec4 outColor; uniform sampler2D ColorTexture; uniform sampler2D DepthTexture; uniform float time; uniform vec2 resolution; uniform vec3 stripesColor1; uniform vec3 stripesColor2; uniform float stripesWidth; uniform float stripesSpeed; 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 diagonal stripes effect vec2 effectUv = uv; effectUv.x *= resolution.x / resolution.y; float diagonal = (effectUv.x + effectUv.y + time * stripesSpeed) / stripesWidth; float pattern = mod(floor(diagonal), 2.0); vec3 col = mix(stripesColor1, stripesColor2, pattern); vec4 effectColor = vec4(col, 1.0); // Mix original color with stripes effect vec4 finalHandColor = mix(originalColor, effectColor, 0.85); outColor = vec4(finalHandColor.rgb, mask); }