// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float dimension; void main() { vec2 pos = v_vTexcoord * dimension; vec2 st = floor(pos / 2.) * 2.; vec4 c0 = texture2D( gm_BaseTexture, (st + vec2(0., 0.)) / dimension ); vec4 c1 = texture2D( gm_BaseTexture, (st + vec2(1., 0.)) / dimension ); vec4 c2 = texture2D( gm_BaseTexture, (st + vec2(0., 1.)) / dimension ); vec4 c3 = texture2D( gm_BaseTexture, (st + vec2(1., 1.)) / dimension ); gl_FragColor = (c0 + c1 + c2 + c3) / (c0.a + c1.a + c2.a + c3.a); }