// // 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 edge; uniform vec2 width; uniform int widthUseSurf; uniform sampler2D widthSurf; uniform float blend; uniform float smooth; void main() { float wid = width.x; float widMax = max(width.x, width.y); if(widthUseSurf == 1) { vec4 _vMap = texture2D( widthSurf, v_vTexcoord ); wid = mix(width.x, width.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float bnd = 1. - blend; vec4 off; float m = 0.; vec2 v = 1. - max(vec2(0.), (1. - abs(v_vTexcoord - 0.5) * 2.) / wid - bnd) / (1. - bnd); vec4 c1 = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 c2; if(edge == 0) { m = v.x; c2 = texture2D( gm_BaseTexture, vec2(fract(v_vTexcoord.x + 0.5), v_vTexcoord.y) ); } else if(edge == 1) { m = v.y; c2 = texture2D( gm_BaseTexture, vec2(v_vTexcoord.x, fract(v_vTexcoord.y + 0.5)) ); } m = clamp(m, 0., 1.); m = mix(m, smoothstep(0., 1., m), smooth); gl_FragColor = mix(c1, c2, m); }