// // 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 vec4 padding; 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; vec2 pos; gl_FragColor = sample( v_vTexcoord ); if(gl_FragColor.a == 0.) return; for(float i = 1.; i <= padding[0]; i++) { pos = v_vTexcoord + vec2( tx.x, 0. ) * i; if(sample(pos).a == 0.) { gl_FragColor = v_vColour; return; } } for(float i = 1.; i <= padding[1]; i++) { pos = v_vTexcoord + vec2( 0.,-tx.y ) * i; if(sample(pos).a == 0.) { gl_FragColor = v_vColour; return; } } for(float i = 1.; i <= padding[2]; i++) { pos = v_vTexcoord + vec2(-tx.x, 0. ) * i; if(sample(pos).a == 0.) { gl_FragColor = v_vColour; return; } } for(float i = 1.; i <= padding[3]; i++) { pos = v_vTexcoord + vec2( 0., tx.y ) * i; if(sample(pos).a == 0.) { gl_FragColor = v_vColour; return; } } }