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Perhaps you could program it yourself ?

 

uniform sampler2D colorMap;

02 uniform sampler2D depthMap;

03

04 varying float depth;

05

06 void main() {

07

08 vec2 coord = gl_FragCoord.xy / vec2(640,360);

09 vec4 depthMapDepth = -texture2D(depthMap, coord).z;

10 vec4 color = texture2D(colorMap, gl_TexCoord[0].st);

11

12 float scale = 0.2f;

13 float fade = clamp((depthMapDepth.x-depth)*scale, 0.0, 1.0);

14

15 gl_FragColor = vec4(vec3(color),color.a * fade); 16 }

 

Source :

 

http://www.informatik.uni-oldenburg.de/~trigger/page7.html

Stop toying and make games

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