// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 center; uniform int axis; uniform float amount; uniform int sampleMode; vec4 sampleTexture(vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(gm_BaseTexture, pos); if(sampleMode == 0) return vec4(0.); if(sampleMode == 1) return texture2D(gm_BaseTexture, clamp(pos, 0., 1.)); if(sampleMode == 2) return texture2D(gm_BaseTexture, fract(pos)); return vec4(0.); } void main() { vec2 pos = v_vTexcoord; vec2 cnt = center / dimension; if(axis == 0) pos.x += (pos.y - cnt.y) * amount; else pos.y += (pos.x - cnt.x) * amount; gl_FragColor = sampleTexture( pos ); }