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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
VARYING vec2 vTexCoord;
VARYING vec4 vColor;
float fresnel = 1.0;
void MAIN()
{
BASE_COLOR = vec4(0.0);
float fresnelBase = abs(dot(VAR_WORLD_NORMAL, VIEW_VECTOR));
fresnel = smoothstep(0.0, 1.0, fresnelBase);
fresnel *= vColor.a;
}
void POST_PROCESS()
{
vec2 centerCoord = vTexCoord * 2.0 - 1.0;
float centerDist = smoothstep(1.0, 0.0, length(centerCoord));
vec2 screenPos = gl_FragCoord.xy / textureSize(SCREEN_TEXTURE, 0);
vec2 screenCoord = vec2(screenPos);
float distortion = centerDist * 0.5;
float depthSample = texture(DEPTH_TEXTURE, screenCoord).x;
vec4 sceneSample = texture(SCREEN_TEXTURE, screenCoord);
vec3 fColor = sceneSample.rgb * baseColor.rgb;
float a = baseColor.a;
float depthFade = smoothstep(0.0, 0.05, abs(depthSample - gl_FragCoord.z));
depthFade *= smoothstep(0.50, 1.0, gl_FragCoord.z);
a *= depthFade;
a *= fresnel;
COLOR_SUM = vec4((fColor + a) * a * a, a);
}