Files
2026-06-19 18:14:40 +06:00

51 lines
1.4 KiB
GLSL

#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);
}