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