// // 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 vec2 dimension; uniform int diagonal; #define TAU 6.283185307179586 void main() { vec4 red = vec4(1., 0., 0., 1.); vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = c; if(c.rgb == vec3(0.)) return; if(c == red) return; float ite = diagonal == 1? 8. : 4.; float base = 1.; float top = 0.; vec2 shf = vec2(0.); vec2 tx = 1. / dimension; for(float i = 0.; i < ite; i++) { float ang = top / base * TAU; top += 2.; if(top >= base) { top = 1.; base *= 2.; } shf.x = cos(ang); shf.y = sin(ang); for(float j = 0.; j < dimension.x; j++) { vec2 _pos = v_vTexcoord + shf * j * tx; if(_pos.x < 0. || _pos.y < 0. || _pos.x > 1. || _pos.y > 1.) break; vec4 c = texture2D( gm_BaseTexture, _pos ); if(c == red) { gl_FragColor = red; return; } if(c.rgb == vec3(0.)) break; } } }