// // 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 sampler2D map; uniform vec2 mapDimension; uniform int useMap; uniform vec2 dimension; uniform float ditherSize; uniform float dither[64]; uniform float seed; float random (in vec2 st, float seed) { return fract(sin(dot(st.xy, vec2(1892.9898, 78.23453))) * (seed + 437.54123)); } void main() { vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); if(c.a == 1.) { gl_FragColor = c; return; } vec2 pos = floor(v_vTexcoord * dimension); float val; if(useMap == 0) { float col = mod(pos.x, ditherSize); float row = mod(pos.y, ditherSize); val = dither[int(row * ditherSize + col)] / (ditherSize * ditherSize - 1.); } else if(useMap == 1) { float col = mod(pos.x, mapDimension.x); float row = mod(pos.y, mapDimension.y); vec4 map_data = texture2D( map, vec2(col, row) / mapDimension ); val = dot(map_data.rgb, vec3(0.2126, 0.7152, 0.0722)); } else if(useMap == 2) { val = random(v_vTexcoord, seed); } c.a = c.a > val? 1. : 0.; gl_FragColor = c; }