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- uniform sampler2D bgl_RenderedTexture;
- uniform sampler2D bgl_DepthTexture;
- void main()
- {
- float depth = texture2D( bgl_DepthTexture, gl_TexCoord[0].xy).r;
- float depth2 = texture2D( bgl_DepthTexture, gl_TexCoord[0].xy + vec2(0.0, 0.003)).r;
- float depth3 = texture2D( bgl_DepthTexture, gl_TexCoord[0].xy + vec2(0.003, 0.0)).r;
- float fac = abs(depth-depth2) + abs(depth-depth3);
- float intensity = 300.0;
- vec4 sub = vec4(fac*intensity, fac*intensity, fac*intensity, 0.0);
- gl_FragColor = texture2D( bgl_RenderedTexture, gl_TexCoord[0].xy ) - sub;
- }
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