// // 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; 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.), abs(v_vTexcoord - 0.5) * 2. / wid - bnd) / (1. - bnd); vec2 vi = 1. - max(vec2(0.), (1. - abs(v_vTexcoord - 0.5) * 2.) / wid - bnd) / (1. - bnd); float mi = 1. - max(vi.x, vi.y); if(edge == 0) m = min(max(v.x, v.y), max(v.x, v.y) + mi - 1.); else if(edge == 1) m = v.x; else if(edge == 2) m = v.y; m = clamp(m, 0., 1.); //m = smoothstep(0., 1., m); gl_FragColor = vec4(vec3(m), 1.); }