// // 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 brightness; uniform int brightnessUseSurf; uniform sampler2D brightnessSurf; uniform vec2 contrast; uniform int contrastUseSurf; uniform sampler2D contrastSurf; void main() { float bri = brightness.x; if(brightnessUseSurf == 1) { vec4 _vMap = texture2D( brightnessSurf, v_vTexcoord ); bri = mix(brightness.x, brightness.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float con = contrast.x; if(contrastUseSurf == 1) { vec4 _vMap = texture2D( contrastSurf, v_vTexcoord ); con = mix(contrast.x, contrast.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); vec4 col_b = col + vec4(bri, bri, bri, 0.0); vec4 col_bc = vec4(col_b.rgb * con, col_b.a); col_bc.rgb = vec3(dot(col_bc.rgb, vec3(0.2126, 0.7152, 0.0722))); gl_FragColor = col_bc; }