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