You can not select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
		
		
		
		
		
			
		
			
				
					
					
						
							38 lines
						
					
					
						
							1.2 KiB
						
					
					
				
			
		
		
		
			
			
			
				
					
				
				
					
				
			
		
		
	
	
							38 lines
						
					
					
						
							1.2 KiB
						
					
					
				
								#version 150
							 | 
						|
								precision highp float;
							 | 
						|
								
							 | 
						|
								uniform sampler2DRect tex0; // Your FBO texture (RGB FBO)
							 | 
						|
								uniform float texW; // FBO texture width
							 | 
						|
								uniform float texH; // FBO texture height
							 | 
						|
								
							 | 
						|
								out vec4 fragColor; // Output color
							 | 
						|
								in vec2 varyingtexcoord;
							 | 
						|
								
							 | 
						|
								void main() {
							 | 
						|
								    float threshold = 0.7;
							 | 
						|
								    float depth = texture(tex0, varyingtexcoord).r;
							 | 
						|
								
							 | 
						|
								    // Determine which quadrant we're in
							 | 
						|
								    int quadrantX = int(varyingtexcoord.x / (256.0 / 2.0));
							 | 
						|
								    int quadrantY = int(varyingtexcoord.y / (336.0 / 2.0));
							 | 
						|
								    int quadrant = quadrantY * 2 + quadrantX;
							 | 
						|
								
							 | 
						|
								    vec3 baseColor;
							 | 
						|
								    vec3 mixColor = vec3(0.0); // White for mixing in all quadrants
							 | 
						|
								
							 | 
						|
								    // Choose base color based on quadrant
							 | 
						|
								    if (quadrant == 0) {
							 | 
						|
								        baseColor = vec3(1.0, 1.0, 1.0); // Red for bottom-left
							 | 
						|
								    } else if (quadrant == 1) {
							 | 
						|
								        baseColor = vec3(1.0, 1.0, 1.0); // Green for bottom-right
							 | 
						|
								    } else if (quadrant == 2) {
							 | 
						|
								        baseColor = vec3(1.0, 1.0, 1.0); // Blue for top-left
							 | 
						|
								    } else {
							 | 
						|
								        baseColor = vec3(1.0, 1.0, 1.0); // White for top-right
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // Mix the base color with white based on the depth
							 | 
						|
								    vec3 color = mix(mixColor, baseColor, depth);
							 | 
						|
								
							 | 
						|
								    fragColor = vec4(color, 1.0);
							 | 
						|
								}
							 |