// // 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; #define SRGB_TO_LINEAR(c) pow((c), vec3(2.2)) #define LINEAR_TO_SRGB(c) pow((c), vec3(1.0 / 2.2)) #define SRGB(r, g, b) SRGB_TO_LINEAR(vec3(r, g, b) / 255.0) void main() { vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); vec3 COLOR0 = SRGB(252., 3., 111.); vec3 COLOR1 = SRGB(190., 3., 252.); float t = length(v_vTexcoord) / sqrt(2.); t = smoothstep(0.0, 1.0, clamp(t, 0.0, 1.0)); vec3 color = mix(COLOR0, COLOR1, t); color = LINEAR_TO_SRGB(color); vec4 b = vec4(color, 1.); float lum = dot(c.rgb, vec3(0.2126, 0.7152, 0.0722)); vec4 blend = lum > 0.5? (1. - (1. - 2. * (b - 0.5)) * (1. - c)) : ((2. * b) * c); blend = 0.5 + (blend * 1.75 - 0.5) * 0.66; gl_FragColor = blend; }