// // 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 int ignore; uniform int mode; float sampVal(vec4 col) { return mode == 1? col.a : length(col.a); } void main() { vec2 px = v_vTexcoord * dimension - .5; if(ignore == 1 && sampVal(texture2D( gm_BaseTexture, v_vTexcoord )) == 0.) gl_FragColor = vec4(0.); else gl_FragColor = vec4(px.x, px.y, px.x, px.y); }