// // 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 float amount; void main() { vec2 tx = 1. / dimension; gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); if(amount > 0.) { if(gl_FragColor.a > 0.) { gl_FragColor = vec4(1.); return; } for( float i = 0.; i < amount; i++ ) { vec2 _tx0 = v_vTexcoord + vec2( tx.x, 0. ) * i; vec2 _tx1 = v_vTexcoord + vec2( -tx.x, 0. ) * i; vec2 _tx2 = v_vTexcoord + vec2( 0., tx.y ) * i; vec2 _tx3 = v_vTexcoord + vec2( 0., -tx.y ) * i; vec4 _sm0 = texture2D( gm_BaseTexture, _tx0 ); if(_sm0.a > 0.) { gl_FragColor = vec4(1.); return; } vec4 _sm1 = texture2D( gm_BaseTexture, _tx1 ); if(_sm1.a > 0.) { gl_FragColor = vec4(1.); return; } vec4 _sm2 = texture2D( gm_BaseTexture, _tx2 ); if(_sm2.a > 0.) { gl_FragColor = vec4(1.); return; } vec4 _sm3 = texture2D( gm_BaseTexture, _tx3 ); if(_sm3.a > 0.) { gl_FragColor = vec4(1.); return; } } gl_FragColor = vec4(0.); } else { if(gl_FragColor == vec4(0.)) return; for( float i = 0.; i < abs(amount); i++ ) { vec2 _tx0 = v_vTexcoord + vec2( tx.x, 0. ) * i; vec2 _tx1 = v_vTexcoord + vec2( -tx.x, 0. ) * i; vec2 _tx2 = v_vTexcoord + vec2( 0., tx.y ) * i; vec2 _tx3 = v_vTexcoord + vec2( 0., -tx.y ) * i; vec4 _sm0 = texture2D( gm_BaseTexture, _tx0 ); if(_sm0.a == 0.) { gl_FragColor = vec4(0.); return; } vec4 _sm1 = texture2D( gm_BaseTexture, _tx1 ); if(_sm1.a == 0.) { gl_FragColor = vec4(0.); return; } vec4 _sm2 = texture2D( gm_BaseTexture, _tx2 ); if(_sm2.a == 0.) { gl_FragColor = vec4(0.); return; } vec4 _sm3 = texture2D( gm_BaseTexture, _tx3 ); if(_sm3.a == 0.) { gl_FragColor = vec4(0.); return; } } gl_FragColor = vec4(1.); } }