// // 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_==_######################@~ // // 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); }