// // 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_==_######################@~ #pragma use(sampler_simple) uniform int sampleMode; vec4 sampleTexture( sampler2D texture, vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(texture, pos); if(sampleMode <= 1) return vec4(0.); else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.)); else if(sampleMode == 3) return texture2D(texture, fract(pos)); else if(sampleMode == 4) return vec4(vec3(0.), 1.); return vec4(0.); } varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float radius; uniform float intensity; void main() { vec2 tx = 1. / dimension; vec4 ss = vec4(0.); float ww = 0.; for(float i = -radius; i <= radius; i++) for(float j = -radius; j <= radius; j++) { if(i == 0. && j == 0.) continue; vec2 sx = v_vTexcoord + vec2(i, j) * tx; float w = (radius - (abs(i) + abs(j)) + 1.) / radius / 4.; if(w <= 0.) continue; ss -= sampleTexture( gm_BaseTexture, sx ) * w; ww += w; } vec4 sc = sampleTexture( gm_BaseTexture, v_vTexcoord ); ss += sc * ww; gl_FragColor = vec4(ss.rgb * intensity, sc.a); }