// Passthrough vertex shader. attribute vec4 in_Position; attribute vec2 in_TextureCoord; varying vec2 v_vTexcoord; void main() { gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * in_Position; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ varying vec2 v_vTexcoord; uniform float initial_value_pressure; uniform float max_force; uniform int repeat; uniform int wall; uniform vec2 texel_size; float clampForce(float v) { return clamp(v, -max_force, max_force); } vec2 clampForce(vec2 v) { return vec2(clampForce(v.x), clampForce(v.y)); } void main() { vec2 right = clampForce(texture2D(gm_BaseTexture, v_vTexcoord + vec2(texel_size.x, 0.0)).xy) / max_force; vec2 left = clampForce(texture2D(gm_BaseTexture, v_vTexcoord - vec2(texel_size.x, 0.0)).xy) / max_force; vec2 bottom = clampForce(texture2D(gm_BaseTexture, v_vTexcoord + vec2(0.0, texel_size.y)).xy) / max_force; vec2 top = clampForce(texture2D(gm_BaseTexture, v_vTexcoord - vec2(0.0, texel_size.y)).xy) / max_force; gl_FragColor = vec4(initial_value_pressure, (right.x - left.x) + (bottom.y - top.y), 0., 0.); }