// // 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 vec2 dimension; uniform int tile_type; uniform int useMask; uniform int preserveAlpha; uniform sampler2D mask; uniform sampler2D fore; uniform float opacity; float sampleMask() { if(useMask == 0) return 1.; vec4 m = texture2D( mask, v_vTexcoord ); return (m.r + m.g + m.b) / 3. * m.a; } void main() { vec4 _col0 = texture2D( gm_BaseTexture, v_vTexcoord ); vec2 _frtx = tile_type == 1? fract(v_vTexcoord * dimension) : v_vTexcoord; vec4 _col1 = texture2D( fore, _frtx ); _col1.a *= opacity * sampleMask(); vec4 base = _col0 * (1. - opacity); ////////////////////////////////////////////////////////////////////////////////////////////////////////////// float lum = dot(_col1.rgb, vec3(0.2126, 0.7152, 0.0722)); vec4 blend = lum > .5? _col0 + (2. * (_col1 - .5)) : _col0 + (2. * _col1 - 1.); ////////////////////////////////////////////////////////////////////////////////////////////////////////////// vec4 mx = base + blend * opacity; float po = preserveAlpha == 1? _col1.a : opacity; float al = _col1.a + _col0.a * (1. - _col1.a); vec4 res = mix(_col0, mx, po); res.rgb /= al; res.a = preserveAlpha == 1? _col0.a : res.a; gl_FragColor = res; }