// // 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 axis; uniform vec2 origin; uniform float amount; float round(float x) { return x >= 0.? floor(x) : floor(x) + 1.; } void main() { vec2 px = v_vTexcoord * dimension; vec2 amo; if(axis == 0) amo = vec2(round(amount * (px.y - origin.y)), 0.); else if(axis == 1) amo = vec2(0., round(amount * (px.x - origin.x))); gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord - amo / dimension); }