// // 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; uniform int axis; uniform float iteration; void main() { vec2 tx = 1. / dimension; vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = col; if(col.a > 0.) return; float amo; vec2 _axs; vec4 ss; if(axis == 0) { amo = dimension.x; _axs = vec2(tx.x, 0.); } else { amo = dimension.y; _axs = vec2(0., tx.y); } for(float i = 1.; i < amo; i++) { ss = texture2D( gm_BaseTexture, v_vTexcoord + _axs * i); if(ss.a > 0.) { col = ss; break; } ss = texture2D( gm_BaseTexture, v_vTexcoord - _axs * i); if(ss.a > 0.) { col = ss; break; } } gl_FragColor = col; }