// // 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 int corner; uniform int side; vec4 sample ( vec2 position ) { if(position.x < 0.) return vec4(0.); if(position.y < 0.) return vec4(0.); if(position.x > 1.) return vec4(0.); if(position.y > 1.) return vec4(0.); return texture2D( gm_BaseTexture, position ); } void main() { vec2 tx = 1. / dimension; gl_FragColor = sample( v_vTexcoord ); float _s = float(side); if(gl_FragColor.a == _s) return; bool a0 = sample( v_vTexcoord + vec2( -tx.x, -tx.y) ).a == _s; bool a1 = sample( v_vTexcoord + vec2( 0., -tx.y) ).a == _s; bool a2 = sample( v_vTexcoord + vec2( tx.x, -tx.y) ).a == _s; bool a3 = sample( v_vTexcoord + vec2( -tx.x, 0.) ).a == _s; bool a5 = sample( v_vTexcoord + vec2( tx.x, 0.) ).a == _s; bool a6 = sample( v_vTexcoord + vec2( -tx.x, tx.y) ).a == _s; bool a7 = sample( v_vTexcoord + vec2( 0., tx.y) ).a == _s; bool a8 = sample( v_vTexcoord + vec2( tx.x, tx.y) ).a == _s; if( a1 || a3 || a5 || a7 ) gl_FragColor = v_vColour; if( corner == 1 && ( a0 || a2 || a6 || a8 ) ) gl_FragColor = v_vColour; }