// // 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 float down; uniform vec2 dimension; void main() { vec4 col = vec4(0.); vec2 tx = 1. / dimension; float wei = 0.; for( float i = 0.; i < down; i++ ) for( float j = 0.; j < down; j++ ) { vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord * down + vec2(i, j) * tx ); col += samp; wei += samp.a; } float alph = wei / (down * down); col /= wei; col.a = alph; gl_FragColor = col; }