// // 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; #define ITERATION 8. uniform vec2 dimension; vec4 sample ( vec2 position ) { if(position.x < 0. || position.y < 0. || position.x > 1. || position.y > 1.) return vec4(1., 1., 1., 1.); return texture2D( gm_BaseTexture, position ); } void main() { vec2 tx = 1. / dimension; gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); if(gl_FragColor.b == 1.) return; for( float i = 1.; i < ITERATION; i++ ) { vec4 s = sample( v_vTexcoord + vec2(tx.x * i, 0) ); if(s.a == 0.) break; if(s.b == 0.) continue; gl_FragColor.b = 1.; return; } for( float i = 1.; i < ITERATION; i++ ) { vec4 s = sample( v_vTexcoord - vec2(tx.x * i, 0) ); if(s.a == 0.) break; if(s.b == 0.) continue; gl_FragColor.b = 1.; return; } for( float i = 1.; i < ITERATION; i++ ) { vec4 s = sample( v_vTexcoord + vec2(0, tx.y * i) ); if(s.a == 0.) break; if(s.b == 0.) continue; gl_FragColor.b = 1.; return; } for( float i = 1.; i < ITERATION; i++ ) { vec4 s = sample( v_vTexcoord - vec2(0, tx.y * i) ); if(s.a == 0.) break; if(s.b == 0.) continue; gl_FragColor.b = 1.; return; } }