// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float borderSize; uniform vec4 borderColor; #define TAU 6.283185307179586 void main() { vec2 pixelPosition = v_vTexcoord * dimension; vec4 point = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(0.); if(point.a == 0.0) { for(float i = 1.; i < 16.; i++) { if(i > borderSize) { break; } float base = 1.; float top = 0.; for(float j = 0.; j <= 64.; j++) { float ang = top / base * TAU; top += 2.; if(top >= base) { top = 1.; base *= 2.; } vec2 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension; if(pxs.x < 0. || pxs.y < 0. || pxs.x > 1. || pxs.y > 1.) continue; vec4 sam = v_vColour * texture2D( gm_BaseTexture, pxs ); if(sam.a > 0.) { gl_FragColor = borderColor; break; } } } } else { gl_FragColor = borderColor; } }