// // 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_==_######################@~ #define PI 3.14159265359 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; void main() { vec2 tx = 1. / dimension; gl_FragColor = vec4(0.); float c4 = texture2D( gm_BaseTexture, v_vTexcoord).r; if(c4 == 0.) return; float c; vec2 p = v_vTexcoord - 0.5; float a = atan(p.y, p.x) / PI; if(a < 0.) a = 2. + a; a /= 2.; c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, -tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; } c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., -tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; } c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, -tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; } c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, 0.) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; } c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, 0.) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; } c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(-tx.x, tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; } c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( 0., tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; } c = texture2D( gm_BaseTexture, v_vTexcoord + vec2( tx.x, tx.y) ).r; if(c == 0.) { gl_FragColor = vec4(a, 0., 0., 1.); return; } }