#version 150 uniform sampler2D t0, ts, tg1; uniform sampler1D n0; uniform float z_near, z_far; uniform mat4 mat_proj; in vec3 view_dir; void main(void) { ivec2 tc = ivec2(gl_FragCoord.xy); vec4 v0 = texelFetch(t0, tc, 0), vs = texelFetch(ts, tc, 0), vg1 = texelFetch(tg1, tc, 0); vec3 n = vec3(vg1.xyz); vec3 bn = cross(n, vec3(0, 0, 1)); vec3 bn2 = cross(n, bn); vec4 pos; pos.w = 1; pos.xyz = view_dir * vs.w; vec4 spos = pos, tpos, tv0; vec2 tsp; float sclz = dot(vec3(0,0,1), n); /*float l = 20 * 0.5; pos.xyz += bn2 * l; for (int i = 0; i < 16; ++i) { tpos = mat_proj * pos; tsp = -(tpos.xy / tpos.w) / 2. + 0.5; tv0 = texture(ts, tsp); l *= 0.5; pos.xyz += bn2 * (step(pos.z, tv0.w) * 2. - 1.) * l; }*/ /*vec3 rn; float ss = 0.; for (int i = 0; i < 32; ++i) { rn = texelFetch(n0, i, 0).rgb * 2 - 1; rn *= step(0., dot(n, rn)) * 2 - 1.; //rn /= 10; rn /= vs.w; spos = pos + vec4(rn, 0); tpos = mat_proj * spos; tsp = -(tpos.xy / tpos.w) / 2. + 0.5; tv0 = texture(ts, tsp); //spos.z = tv0.w; ss += step(-0.1, tv0.w-vs.w); //ss += step(vs.w, tv0.w); } ss /= 32;*/ float minz = v0.r, maxz = v0.g, blurz = v0.b, curz = v0.w, avgz = (minz+maxz)/2; float dz = maxz - minz; //qgl_FragData[0].rgb = vec3(max(-(blurz - curz) / maxz,0.)* (curz-minz) / dz * 10); qgl_FragData[0].rgb = vec3(blurz/10); //qgl_FragData[0].rgb = vec3(length(pos.z - spos.z)/15); //qgl_FragData[0].rgb = vec3(abs(v0.w/1)); }