varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; vec2 tx; bool sample(float x, float y) { vec2 pos = v_vTexcoord + vec2(tx.x * x, tx.y * y); if(pos.x < 0. || pos.y < 0. || pos.x > 1. || pos.y > 1.) return false; float c = texture2D( gm_BaseTexture, pos ).r; return c > 0.; } void main() { tx = 1. / dimension; vec4 cc = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(0.); if(cc.r == 0.) return; if(!sample(-1., 0.)) { gl_FragColor = vec4(1.); return; } if(!sample( 1., 0.)) { gl_FragColor = vec4(1.); return; } if(!sample(0., -1.)) { gl_FragColor = vec4(1.); return; } if(!sample(0., 1.)) { gl_FragColor = vec4(1.); return; } }