// // 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_==_######################@~ varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int useSurf; uniform sampler2D prevFrame; uniform vec2 dimension; uniform int axis; uniform int invert; uniform float size; void main() { vec2 px = v_vTexcoord * dimension - .5; px /= size; vec2 md = mod(px, 2.); if(invert == 1) md = 1. - md; gl_FragColor = vec4(0.); if((axis == 0 && md.y < 1.) || (axis == 1 && md.x < 1.)) gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); else if(useSurf == 1) gl_FragColor = texture2D( prevFrame, v_vTexcoord ); }