// // 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 sampler2D original; uniform int side; uniform int alpha; uniform int invert; uniform float max_distance; void main() { vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); float aa = alpha == 1? texture2D( original, v_vTexcoord ).a : 1.; if(col.xy == vec2(0.)) { gl_FragColor = vec4(vec3(0.), aa); return; } float dist = (max_distance - distance(col.xy, v_vTexcoord)) / max_distance; if(invert == 1) dist = 1. - dist; if((side == 0 && col.z == 0.) || (side == 1 && col.z == 1.)) { gl_FragColor = vec4(vec3(col.z), aa); return; } gl_FragColor = vec4(vec3(dist), aa); }