// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform sampler2D map; uniform vec2 mapDimension; uniform int useMap; uniform vec2 dimension; uniform float ditherSize; uniform float dither[64]; uniform float seed; float random (in vec2 st, float seed) { return fract(sin(dot(st.xy, vec2(1892.9898, 78.23453))) * (seed + 437.54123)); } void main() { vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); if(c.a == 1.) { gl_FragColor = c; return; } vec2 pos = floor(v_vTexcoord * dimension); float val; if(useMap == 0) { float col = mod(pos.x, ditherSize); float row = mod(pos.y, ditherSize); val = dither[int(row * ditherSize + col)] / (ditherSize * ditherSize - 1.); } else if(useMap == 1) { float col = mod(pos.x, mapDimension.x); float row = mod(pos.y, mapDimension.y); vec4 map_data = texture2D( map, vec2(col, row) / mapDimension ); val = dot(map_data.rgb, vec3(0.2126, 0.7152, 0.0722)); } else if(useMap == 2) { val = random(v_vTexcoord, seed); } c.a = c.a > val? 1. : 0.; gl_FragColor = c; }