// // 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 vec2 shift; uniform float itr; uniform vec4 color; void main() { vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = c; if(c.a == 0.) return; vec2 shiftNorm = normalize(shift) / dimension; for(float i = 0.; i < itr; i++) { vec2 sx = v_vTexcoord - shiftNorm * i; vec4 sc = texture2D( gm_BaseTexture, sx ); if(sc.a == 0.) { gl_FragColor = color; return; } } }