// // 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 scale; uniform int axis; uniform int shift; void main() { gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); if(gl_FragColor.a == 0.) return; vec2 pos = v_vTexcoord * dimension; float prog = axis == 0? pos.x : pos.y; prog -= float(shift); prog /= scale; prog = prog - floor(prog / 2.) * 2.; if(prog >= 1.) gl_FragColor = v_vColour; }