// // 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 float threshold; uniform int ignore; uniform int mode; uniform sampler2D map; vec4 sampVal(vec4 col) { return mode == 1? vec4(col.a) : col; } void main() { vec4 baseCol = sampVal(texture2D( map, v_vTexcoord )); if(ignore == 1 && baseCol == vec4(0.)) { gl_FragColor = vec4(0.); return; } vec2 tx = 1. / dimension; vec4 _c = texture2D( gm_BaseTexture, v_vTexcoord ); vec2 _index_min = _c.xy; vec2 _index_max = _c.zw; for(float i = -1.; i <= 1.; i++) for(float j = -1.; j <= 1.; j++) { vec2 pos = clamp(v_vTexcoord + vec2(i, j) * tx, 0., 1.); vec4 samCl = sampVal(texture2D( map, pos )); if(ignore == 1 && samCl == vec4(0.)) continue; if(distance(samCl, baseCol) <= threshold) { vec4 _col = texture2D( gm_BaseTexture, pos ); _index_min.x = min(_index_min.x, _col.r); _index_min.y = min(_index_min.y, _col.g); _index_max.x = max(_index_max.x, _col.b); _index_max.y = max(_index_max.y, _col.a); } } gl_FragColor = vec4(_index_min, _index_max ); }