// // 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_==_######################@~ #pragma use(sampler_simple) uniform int sampleMode; vec4 sampleTexture( sampler2D texture, vec2 pos) { if(pos.x >= 0. && pos.y >= 0. && pos.x <= 1. && pos.y <= 1.) return texture2D(texture, pos); if(sampleMode <= 1) return vec4(0.); else if(sampleMode == 2) return texture2D(texture, clamp(pos, 0., 1.)); else if(sampleMode == 3) return texture2D(texture, fract(pos)); else if(sampleMode == 4) return vec4(vec3(0.), 1.); return vec4(0.); } varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 position; uniform vec2 scale; uniform float seed; uniform int useSampler; float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123); } vec2 triChecker(vec2 p) { p.x += fract(p.y * .5); vec2 m = fract(p); vec2 base = p - m; base.x *= 2. + step(m.x, m.y); return base; } void main() { vec2 pos = (v_vTexcoord - position / dimension) * scale; pos.y *= 1.1; vec2 hx = triChecker(pos); if(useSampler == 0) { float n0 = random(hx, floor(seed) / 5000.); float n1 = random(hx, (floor(seed) + 1.) / 5000.); float n = mix(n0, n1, fract(seed)); gl_FragColor = vec4(vec3(n), 1.0); } else { vec2 samPos = floor(hx) / scale + 0.5 / scale; gl_FragColor = sampleTexture( gm_BaseTexture, samPos / vec2(sqrt(3.), 1.1)); } }