// // 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_==_######################@~ // // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; void main() { vec2 texel = 1. / dimension; vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 c0 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(texel.x, 0.) ); vec4 c1 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(texel.x, 0.) ); vec4 c2 = texture2D( gm_BaseTexture, v_vTexcoord + vec2(0., texel.y) ); vec4 c3 = texture2D( gm_BaseTexture, v_vTexcoord - vec2(0., texel.y) ); int _c = c .a > 0.? 1 : 0; int _c0 = c0.a > 0.? 1 : 0; int _c1 = c1.a > 0.? 1 : 0; int _c2 = c2.a > 0.? 1 : 0; int _c3 = c3.a > 0.? 1 : 0; if(_c == 0 && _c0 + _c1 + _c2 + _c3 >= 3) { gl_FragColor = ((c0 * c0.a) + (c1 * c1.a) + (c2 * c2.a) + (c3 * c3.a)) / (c0.a + c1.a + c2.a + c3.a); gl_FragColor.a = 1.; } else gl_FragColor = c; }