#define PI 3.14159 extern float xresolution; // Sample from 1D vis-depth map float samp(vec2 coord,float r,Image u_texture){ return step(r,Texel(u_texture,coord).r); } vec4 effect(vec4 color,Image tex,vec2 tex_coords,vec2 screen_coords){ // Cartesian to polar, y of 1D sample is always 0 vec2 norm=tex_coords.st*2.-1.; vec2 tc=vec2((atan(norm.y,norm.x)+PI)/(2.*PI),0.); float r=length(norm); // Enlarge blur parameter by distance, light scattering simulation float blur=(1./xresolution)*smoothstep(0.3,1.,r); // Simple Gaussian blur float sum=// Brightness(0~1) samp(vec2(tc.x-3.*blur,tc.y),r,tex)*0.1 +samp(vec2(tc.x-2.*blur,tc.y),r,tex)*0.13 +samp(vec2(tc.x-1.*blur,tc.y),r,tex)*0.17 +samp(tc,r,tex)*0.2// The center tex coord, which gives us hard shadows. +samp(vec2(tc.x+1.*blur,tc.y),r,tex)*0.17 +samp(vec2(tc.x+2.*blur,tc.y),r,tex)*0.13 +samp(vec2(tc.x+3.*blur,tc.y),r,tex)*0.1; // Multiply the distance to get a soft fading return vec4(vec3(1.),sum*smoothstep(1.,0.,r)); }