// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int side; uniform float max_distance; void main() { vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); float dist = (max_distance - distance(col.xy, v_vTexcoord)) / max_distance; if((side == 0 && col.z == 0.) || (side == 1 && col.z == 1.)) { gl_FragColor = vec4(vec3(col.z), 1.); return; } gl_FragColor = vec4(vec3(dist), 1.); }