// // 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 sampler2D vNormal; uniform vec2 dimension; void main() { vec3 cNormal = texture2D( vNormal, v_vTexcoord ).rgb; vec2 tx = 1. / dimension; vec3 sampled = vec3(0.); float weight = 0.; float radius = 3.; for(float i = -radius; i <= radius; i++) for(float j = -radius; j <= radius; j++) { vec2 pos = v_vTexcoord + vec2(i, j) * tx; if(pos.x < 0. || pos.y < 0. || pos.x > 1. || pos.y > 1.) continue; float str = 1. - length(vec2(i, j)) / radius; if(str < 0.) continue; vec3 _normal = texture2D( vNormal, pos ).rgb; if(distance(_normal, cNormal) > 0.2) continue; sampled += texture2D( gm_BaseTexture, pos ).rgb * str; weight += str; } gl_FragColor = vec4(sampled / weight, 1.); }