// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec4 outlineColor; #define TAU 6.283185307179586 void main() { vec2 pixelPosition = v_vTexcoord * dimension; gl_FragColor = vec4(0.); vec4 sam = texture2D( gm_BaseTexture, v_vTexcoord ); if(sam.r > 0.5) return; for(float i = 1.; i <= 2.; i++) { float base = 1.; float top = 0.; for(float j = 0.; j <= 8.; j++) { float ang = top / base * TAU; top += 2.; if(top >= base) { top = 1.; base *= 2.; } vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * i) / dimension; vec4 sam = texture2D( gm_BaseTexture, pxs ); if(sam.r > 0.5) { gl_FragColor = outlineColor; return; } } } }