// // 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 float exposure; uniform float strength; uniform float amplitude; uniform float smoothness; uniform int light; void main() { vec2 uv = v_vTexcoord; vec2 _uv = v_vTexcoord - 0.5; float dist = dot(_uv, _uv); float ang = atan(_uv.y, _uv.x); vec2 _sp = 0.5 + vec2(cos(ang), sin(ang)) * dist; float smt = smoothness / 2.; uv = mix(uv, _sp, smt); uv *= 1.0 - uv.yx; float vig = uv.x * uv.y * exposure; vig = pow(vig, 0.25 + smt); vig = clamp(vig, 0., 1.); vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord ); float str = (1. - ((1. - vig) * strength)); if(light == 1) str = str < 0.001? 10000. : 1. / str; gl_FragColor = vec4(samp.rgb * str, samp.a); }