2 #extension GL_ARB_texture_rectangle : require
3 #extension GL_ARB_texture_rectangle : enable
5 uniform sampler2DRect texBufNorm;
10 vec2 lookup = gl_FragCoord.xy - vpOffset;
11 vec3 norm = texture2DRect(texBufNorm, lookup).xyz;
13 if(dot(norm, norm) < 0.95)
19 gl_FragColor = vec4(0.02, 0.02, 0.02, 1.);