// // 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 _cBg = texture2D( gm_BaseTexture, v_vTexcoord ); vec2 fore_tex = v_vTexcoord; if(tile_type == 0) fore_tex = v_vTexcoord; else if(tile_type == 1) fore_tex = fract(v_vTexcoord * dimension); vec4 _cFg = texture2D( fore, fore_tex ); _cFg.a *= opacity * sampleMask(); float al = _cFg.a + _cBg.a * (1. - _cFg.a); vec4 res = ((_cFg * _cFg.a) + (_cBg * _cBg.a * (1. - _cFg.a))) / al; res.a = al; gl_FragColor = res; }