// 2024-04-18 08:38:57 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int axis; uniform float iteration; void main() { vec2 tx = 1. / dimension; vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = col; if(col.a == 1.) return; float _min, _cmp; vec2 _str, _axs; if(axis == 0) { _min = dimension.x; _cmp = _min * v_vTexcoord.x; _str = vec2(0., v_vTexcoord.y); _axs = vec2(tx.x, 0.); } else { _min = dimension.y; _cmp = _min * v_vTexcoord.y; _str = vec2(v_vTexcoord.x, 0.); _axs = vec2(0., tx.y); } for(float i = 1.; i < 2048.; i++) { if(i > iteration) break; vec2 sx = _str + _axs * i; vec4 ss = texture2D( gm_BaseTexture, sx ); if(ss.a == 1. && abs(i - _cmp) < _min) { _min = abs(i - _cmp); col = ss; } } gl_FragColor = col; }