// // 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 fore; uniform vec2 dimension; uniform vec2 fdimension; uniform vec2 position; void main() { vec2 px = v_vTexcoord * dimension; vec2 fpx = px - position; vec2 ftx = fpx / fdimension; vec4 _cBg = texture2D( gm_BaseTexture, v_vTexcoord ); if(ftx.x < 0. || ftx.y < 0. || ftx.x > 1. || ftx.y > 1.) { gl_FragColor = _cBg; return; } vec4 _cFg = texture2D( fore, ftx ); float al = _cFg.a + _cBg.a * (1. - _cFg.a); vec4 res = (_cFg * _cFg.a) + (_cBg * _cBg.a * (1. - _cFg.a)); res = vec4(res.rgb / al, al); gl_FragColor = res; }