// // 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 vec2 dimension; uniform int useMask; uniform sampler2D mask; vec2 tx; vec4 sample(float x, float y, vec4 c4) { vec4 c = texture2D( gm_BaseTexture, v_vTexcoord + vec2(x, y) * tx ); if(c.a > 0.) { c4.rgb = min(c4.rgb, c.rgb); if(useMask == 1) { vec4 m = texture2D( mask, v_vTexcoord + vec2(x, y) * tx ); if(m.r == 0.) c4.b = 0.; } } return c4; } void main() { tx = 1. / dimension; gl_FragColor = vec4(0.); vec4 c4 = texture2D( gm_BaseTexture, v_vTexcoord ); if(c4.a == 0.) return; if(useMask == 1) { vec4 m = texture2D( mask, v_vTexcoord ); if(m.r == 0.) c4.b = 0.; } c4 = sample(-1., -1., c4); c4 = sample(-1., 0., c4); c4 = sample(-1., 1., c4); c4 = sample( 0., -1., c4); c4 = sample( 0., 1., c4); c4 = sample( 1., -1., c4); c4 = sample( 1., 0., c4); c4 = sample( 1., 1., c4); gl_FragColor = c4; }