// // 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 vec2 dimension; uniform float rotation; float d(vec4 c) { return (c.r + c.g + c.b) / 3. * c.a; } void main() { vec2 tx = 1. / dimension; vec4 cc = texture2D( gm_BaseTexture, v_vTexcoord ); int emp = 0; vec2 px = v_vTexcoord * dimension; gl_FragColor = vec4(0.); if(d(cc) > 0.) { float ang = radians(rotation); vec2 sx = vec2(cos(ang), -sin(ang)) * tx; vec4 c; for(float i = 1.; i <= 1.; i++) { vec2 ss = v_vTexcoord + sx * float(i); c = texture2D( gm_BaseTexture, ss ); if(d(c) == 0.) emp++; else break; } } if(emp >= 1) gl_FragColor = cc; }