// // 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 vec2 dimension; #define TAU 6.283185307179586 #define distance_sample 32. void main() { vec2 tx = 1. / dimension; vec2 px = v_vTexcoord * dimension; vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = col; if(col.a == 1.) return; bool samp = false; float angular_sample = distance_sample * TAU * 2.; for(float i = 1.; i <= distance_sample; i++) { float base = 1.; float top = 0.; float minDist = 9999.; for(float j = 0.; j <= angular_sample; j++) { float ang = j / angular_sample * TAU; vec2 pxs = floor(px + vec2( cos(ang), sin(ang)) * i) + 0.5; vec2 txs = pxs * tx; vec4 sam = texture2D( gm_BaseTexture, txs ); float dst = distance(px, pxs); if(sam.a < 1. || dst > minDist) continue; gl_FragColor = sam; // gl_FragColor = vec4(vec3(i / distance_sample), 1.); minDist = dst; samp = true; } if(samp) return; } }