// // 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 vec4 color; uniform int fill; uniform float thickness; uniform float antialias; uniform float radius; void main() { float th = thickness == 0.? 0.05 : thickness; float aa = antialias == 0.? 0.05 : antialias; float rr = radius == 0.? 0.5 : radius; float dist = length(v_vTexcoord - .5) / rr - (1. - th - aa); float a; if(fill == 0) { dist = abs(dist); a = smoothstep(th + aa, th, dist); } else if(fill == 1) { a = smoothstep(aa, 0., dist); } vec4 c = vec4(color.rgb, color.a * a); gl_FragColor = c; }