// // 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_==_######################@~ #ifdef _YY_HLSL11_ #define SHAPE_LIMIT 1024 #else #define SHAPE_LIMIT 256 #endif varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform sampler2D surface; uniform int maxShape; uniform int ignore; void main() { vec4 zero = vec4(0.); vec2 pxPos = v_vTexcoord * vec2(float(maxShape), 1.) - 0.5; int amo = 0; vec4 list[SHAPE_LIMIT]; for(float i = 0.; i <= dimension.x; i++) for(float j = 0.; j <= dimension.y; j++) { if(amo > maxShape) break; vec4 col = texture2D( surface, vec2(i, j) / dimension ); if(ignore == 1 && col == zero) continue; bool dup = false; for(int k = 0; k < amo; k++) { if(col == list[k]) { dup = true; break; } } if(dup) continue; if(floor(pxPos.x - 1.) == float(amo)) { gl_FragColor = col; return; } list[amo] = col; amo++; } if(floor(pxPos.x) == 0.) gl_FragColor = vec4(amo, 0., 0., 0.); }