// // 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 int attempt; uniform float seed; uniform vec2 dimension; float random (in vec2 st, float _seed) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(_seed, 32.156) * 12.588) * 43758.5453123); } void main() { gl_FragColor = vec4(0.); float v = 0.; for(int i = 0; i < attempt; i++) { float _x = random(vec2(i, 0.) + v_vTexcoord.x, 132.54664 + seed); float _y = random(vec2(0., i) + v_vTexcoord.x, 78.29131 + seed); float _w = random(vec2( i, i) + v_vTexcoord.x, 8.10684 + seed); vec4 col = texture2D( gm_BaseTexture, vec2(_x, _y) ); float gr = (col.r + col.g + col.b) / 3.; float br = gr * col.a * _w; if(br > v) { v = br; gl_FragColor = vec4(_x, _y, gr, 1.); } } }