// // 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; void main() { vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); float u = 0.; float v = col.b; if(col.a < 0.5) { gl_FragColor = vec4(0.); return; } float pos = 0.; vec2 scPos = v_vTexcoord; for( float i = 0.; i < dimension.x; i++ ) { vec4 sm = texture2D( gm_BaseTexture, scPos ); if(sm.a < 0.5) break; scPos.x -= sm.y; scPos.y += sm.x; pos++; } float tot = 0.; vec2 scTot = v_vTexcoord; for( float i = 0.; i < dimension.x; i++ ) { vec4 sm = texture2D( gm_BaseTexture, scTot ); if(sm.a < 0.5) break; scTot.x += sm.y; scTot.y -= sm.x; tot++; } u = pos / (pos + tot); gl_FragColor = vec4(u, v, 0., col.a); }