// // 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 stepSize; uniform int side; void main() { float c = texture2D( gm_BaseTexture, v_vTexcoord ).z; if((side == 0 && c == 0.) || (side == 1 && c == 1.)) { gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); return; } vec2 txStep = stepSize / dimension; vec2 loc[9]; loc[0] = v_vTexcoord + vec2(-txStep.x, -txStep.y); loc[1] = v_vTexcoord + vec2( 0., -txStep.y); loc[2] = v_vTexcoord + vec2(+txStep.x, -txStep.y); loc[3] = v_vTexcoord + vec2(-txStep.x, 0.); loc[4] = v_vTexcoord + vec2( 0., 0.); loc[5] = v_vTexcoord + vec2(+txStep.x, 0.); loc[6] = v_vTexcoord + vec2(-txStep.x, +txStep.y); loc[7] = v_vTexcoord + vec2( 0., +txStep.y); loc[8] = v_vTexcoord + vec2(+txStep.x, +txStep.y); vec2 closetPoint = vec2(0., 0.); float closetDistance = 9999.; for( int i = 0 ; i < 9; i++ ) { if( loc[i].x < 0. || loc[i].y < 0. || loc[i].x > 1. || loc[i].y > 1. ) continue; vec4 sam = texture2D( gm_BaseTexture, loc[i] ); if(sam.z != c) { float dist = distance(v_vTexcoord, loc[i]); if(dist < closetDistance) { closetDistance = dist; closetPoint = loc[i]; } continue; } if(sam.xy == vec2(0.)) continue; float dist = distance(v_vTexcoord, sam.xy); if(dist < closetDistance) { closetDistance = dist; closetPoint = sam.xy; } } gl_FragColor = vec4(closetPoint, c, 1.); }