// // 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 vec2 sampler; void main() { vec2 pos = floor((v_vTexcoord * dimension) / sampler) * sampler; pos /= dimension; gl_FragColor = vec4(0.); for(float i = 0.; i <= sampler.x; i++) for(float j = 0.; j <= sampler.y; j++) { vec4 col = texture2D( gm_BaseTexture, pos + vec2(i, j) / dimension); if(col.a > 0.) { gl_FragColor = vec4(1.); return; } } }