Revision control

Copy as Markdown

// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
VARYING vec2 vTexCoord;
VARYING vec4 vColor;
VARYING vec3 vNormal;
float fresnel = 1.0;
void MAIN()
{
BASE_COLOR = vec4(0.0);
fresnel = abs(dot(normalize(VIEW_VECTOR), normalize(VAR_WORLD_NORMAL)));
}
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 = screenPos;
float distortion = 1. * centerDist;
float depthSample = texture(DEPTH_TEXTURE, screenCoord).x;
vec4 sceneSample = texture(SCREEN_TEXTURE, screenCoord);
vec3 fNormal = normalize(vNormal);
vec3 normalCoord = fNormal * 0.5 + 0.5;
vec3 df = vec3(0.0);
df.x = texture(dfMask, normalCoord.yz).x;
df.y = texture(dfMask, normalCoord.xz).y;
df.z = texture(dfMask, normalCoord.yx).z;
float dfDot = dot(abs(fNormal), df);
vec3 fColor = baseColor.rgb;
float a = baseColor.a * vColor.a;
float depthFade = smoothstep(0.0, 0.0025, abs(depthSample - gl_FragCoord.z));
a *= pow(fresnel, 1.0) * 0.1;
a += smoothstep(0.9975, 1.0, fresnel) * brightness;
COLOR_SUM = vec4(fColor * a, a);
}