#version 120 //#extension GL_EXT_gpu_shader4 : disable #include "/lib/settings.glsl" uniform sampler2D colortex4; uniform sampler2D depthtex1; uniform float near; uniform float far; float linZ(float depth) { return (2.0 * near) / (far + near - depth * (far - near)); } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { /* DRAWBUFFERS:4 */ vec3 oldTex = texelFetch2D(colortex4, ivec2(gl_FragCoord.xy), 0).xyz; float newTex = texelFetch2D(depthtex1, ivec2(gl_FragCoord.xy*4), 0).x; if (newTex < 1.0) gl_FragData[0] = vec4(oldTex, linZ(newTex)*linZ(newTex)*65000.0); else gl_FragData[0] = vec4(oldTex, 2.0); }