extern Image backBuffer; extern vec2 screen = vec2(800.0, 600.0); extern float reflectionStrength; extern float reflectionVisibility; vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec2 pSize = vec2(1.0 / screen.x, 1.0 / screen.y); vec4 normal = Texel(texture, texture_coords); if(normal.a > 0.0 && normal.r > 0.0) { vec3 pColor = Texel(backBuffer, texture_coords).rgb; vec4 pColor2; for(int i = 0; i < reflectionStrength; i++) { pColor2 = Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * i)); if(pColor2.a > 0.0 && pColor2.g > 0.0) { vec3 rColor = Texel(backBuffer, vec2(texture_coords.x, texture_coords.y + pSize.y * i * 2.0)).rgb; return vec4(rColor, (1.0 - i / reflectionStrength) * reflectionVisibility); } } return vec4(0.0); } else { return vec4(0.0); } }