// // 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_==_######################@~ #pragma use(sampler_simple) uniform int sampleMode; vec4 sampleTexture( sampler2D texture, vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(texture, pos); if(sampleMode <= 1) return vec4(0.); else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.)); else if(sampleMode == 3) return texture2D(texture, fract(pos)); else if(sampleMode == 4) return vec4(vec3(0.), 1.); return vec4(0.); } varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int size; uniform vec2 dimension; uniform float kernel[256]; uniform int normalized; void main() { vec2 tx = 1. / dimension; float sum = 1.; if(normalized == 1) { sum = 0.; int amo = size * size; for(int i = 0; i < amo; i++) sum += kernel[i]; if(sum == 0.) sum = 1.; } float st = -(float(size) - 1.) / 2.; vec4 c = vec4(0.); for(int i = 0; i < size; i++) for(int j = 0; j < size; j++) { int index = i * size + j; vec2 px = v_vTexcoord + vec2((float(j) + st) * tx.x, (float(i) + st) * tx.y); float w = kernel[index]; if(w == 0.) continue; c += w * sampleTexture( gm_BaseTexture, px) / sum; } gl_FragColor = c; }