// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float tolerance; bool sameColor(in vec4 c1, in vec4 c2) { return length(c1.rgb * c1.a - c2.rgb * c2.a) <= tolerance; } int sameColorInt(in vec4 c1, in vec4 c2) { return sameColor(c1, c2)? 1 : 0; } void main() { vec2 tx = 1. / dimension; vec4 a0 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, -tx.y)); vec4 a1 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tx.y)); vec4 a2 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, -tx.y)); vec4 a3 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, 0.)); vec4 a4 = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 a5 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, 0.)); vec4 a6 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, tx.y)); vec4 a7 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tx.y)); vec4 a8 = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, tx.y)); gl_FragColor = a4; if(sameColor(a1, a4)) return; bool sideEqual = sameColor(a1, a3) && sameColor(a1, a5) && sameColor(a1, a7); if(!sideEqual) return; int cornerEqual = sameColorInt(a1, a0) + sameColorInt(a1, a2) + sameColorInt(a1, a6) + sameColorInt(a1, a8); if(cornerEqual == 4) gl_FragColor = a0; }