// // 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; void main() { gl_FragColor = vec4(0.); vec2 tx = 1. / dimension; float p = texture2D( gm_BaseTexture, v_vTexcoord ).a > 0.? 1. : 0.; float p1 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(0., tx.y) ).a > 0.? 1. : 0.; float p3 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(tx.x, 0.) ).a > 0.? 1. : 0.; float p5 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(tx.x, 0.) ).a > 0.? 1. : 0.; float p7 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., tx.y) ).a > 0.? 1. : 0.; if(p1 != p7 || p3 != p5) { if(p == 0.) gl_FragColor = v_vColour; if(p == 1.) gl_FragColor = vec4(0., 0., 0., 1.); } }