uniform sampler2D depthtex1; uniform sampler2D colortex1; uniform sampler2D colortex5; uniform vec2 texelSize; uniform float viewWidth; uniform float viewHeight; vec3 decode (vec2 encn){ vec3 n = vec3(0.0); encn = encn * 2.0 - 1.0; n.xy = abs(encn); n.z = 1.0 - n.x - n.y; n.xy = n.z <= 0.0 ? (1.0 - n.yx) * sign(encn) : encn; return clamp(normalize(n.xyz),-1.0,1.0); } vec2 decodeVec2(float a){ const vec2 constant1 = 65535. / vec2( 256., 65536.); const float constant2 = 256. / 255.; return fract( a * constant1 ) * constant2 ; } //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// //////////////////////////////VOID MAIN////////////////////////////// void main() { /* DRAWBUFFERS:3 */ vec2 resScale = max(vec2(viewWidth,viewHeight),vec2(1920.0,1080.))/vec2(1920.,1080.); vec2 quarterResTC = gl_FragCoord.xy*2.*resScale*texelSize; vec4 data = texture2D(colortex1,quarterResTC); vec4 dataUnpacked1 = vec4(decodeVec2(data.z),decodeVec2(data.w)); float depth = texture2D(depthtex1,quarterResTC).x; bool hand = abs(dataUnpacked1.w-0.75) < 0.01 && depth < 1.0; //0.5 gl_FragData[0] = texture2D(colortex5,quarterResTC-1.0*vec2(texelSize.x,texelSize.y))/4.*0.5; gl_FragData[0] += texture2D(colortex5,quarterResTC+1.0*vec2(texelSize.x,texelSize.y))/4.*0.5; gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(-1.0*texelSize.x,1.0*texelSize.y))/4.*0.5; gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(1.0*texelSize.x,-1.0*texelSize.y))/4.*0.5; //0.25 gl_FragData[0] += texture2D(colortex5,quarterResTC-2.0*vec2(texelSize.x,0.0))/2.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(0.0,texelSize.y))/2.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(0,-texelSize.y))/2*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(-texelSize.x,0.0))/2*0.125; //0.125 gl_FragData[0] += texture2D(colortex5,quarterResTC-2.0*vec2(texelSize.x,texelSize.y))/4.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+2.0*vec2(texelSize.x,texelSize.y))/4.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(-2.0*texelSize.x,2.0*texelSize.y))/4.*0.125; gl_FragData[0] += texture2D(colortex5,quarterResTC+vec2(2.0*texelSize.x,-2.0*texelSize.y))/4.*0.125; //0.125 gl_FragData[0] += texture2D(colortex5,quarterResTC)*0.125; gl_FragData[0].rgb = clamp(gl_FragData[0].rgb,0.0,65000.); if (hand || quarterResTC.x > 1.0 - 3.5*texelSize.x || quarterResTC.y > 1.0 -3.5*texelSize.y || quarterResTC.x < 3.5*texelSize.x || quarterResTC.y < 3.5*texelSize.y) gl_FragData[0].rgb = vec3(0.0); }