// // 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 vec2 middle; uniform int middleUseSurf; uniform sampler2D middleSurf; uniform vec2 range; uniform int rangeUseSurf; uniform sampler2D rangeSurf; uniform int keep; void main() { float mid = middle.x; if(middleUseSurf == 1) { vec4 _vMap = texture2D( middleSurf, v_vTexcoord ); mid = mix(middle.x, middle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float rng = range.x; if(rangeUseSurf == 1) { vec4 _vMap = texture2D( rangeSurf, v_vTexcoord ); rng = mix(range.x, range.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)); if(bright > mid + rng || bright < mid - rng) gl_FragColor = vec4(vec3(0.), col.a); else if(keep == 0) gl_FragColor = vec4(vec3(1.), col.a); else gl_FragColor = vec4(vec3(bright), col.a); }