// // 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 vec2 dimension; uniform vec4 inset; void main() { gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord ); if(gl_FragColor.a == 0.) return; vec2 tx = 1. / dimension; for(int i = 0; i < 4; i++) for(float j = 1.; j <= inset[i]; j++) { vec2 pos; if(i == 0) pos = v_vTexcoord + vec2( tx.x * j, 0. ); else if(i == 1) pos = v_vTexcoord - vec2( 0., tx.y * j ); else if(i == 2) pos = v_vTexcoord - vec2( tx.x * j, 0. ); else if(i == 3) pos = v_vTexcoord + vec2( 0., tx.y * j ); vec4 px = texture2D( gm_BaseTexture, pos ); if(px.a == 0.) { gl_FragColor = vec4(0.); return; } } }