float3 p; float3 v; float3 viewDirFix; viewDir = normalize(viewDir); p = float3( uv, 0 ); v = normalize( viewDir * -1 ); v.z = abs(v.z); //depth bias float depthBias = 1.0 - v.z; depthBias *= depthBias; depthBias *= depthBias; depthBias= 1.0 - depthBias * depthBias; v.xy *= depthBias; v.xy*= strength; const int linearSearchSteps = 20; const int binarySearchSteps = 10; v /= v.z * linearSearchSteps; int i; for( i=0;i