// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec4 color; uniform float intensity; uniform float band; uniform int atten; uniform float exponent; void main() { vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord); float bright = (samp.r + samp.b + samp.g) / 3.; if(atten == 0) bright = pow(bright, exponent); else if(atten == 1) bright = 1. - pow(1. - bright, exponent); else if(atten == 2) bright = bright; bright *= intensity; if(band > 0.) bright = ceil(bright * band) / band; gl_FragColor = vec4(color.rgb * bright, 1.); }