// // 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; uniform sampler2D drawSurface; uniform int indexes[1024]; uniform int indexSize; void main() { int ss = int(texture2D( gm_BaseTexture, v_vTexcoord )[0] - 1.); float dd = texture2D( drawSurface, v_vTexcoord )[0]; vec4 res = vec4(0.); for(int i = 0; i < indexSize; i++) { if(indexes[i] == -1) continue; if(ss == indexes[i]) res[0] = .5; } res[0] = max(res[0], dd); gl_FragColor = res; }