// // 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_==_######################@~ #define DIM 32. varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec4 color; uniform sampler2D surface; void main() { vec3 brv = vec3(0.2126, 0.7152, 0.0722); float tx = 1. / DIM; float rng = 0.1; float brF = v_vTexcoord.x - rng; float brT = v_vTexcoord.x + rng; float w = 0.; float r = 0.; float g = 0.; float b = 0.; for(float x = 0.; x < DIM; x++) for(float y = 0.; y < DIM; y++) { vec4 c = texture2D( surface, vec2(x + 0.5, y + 0.5) * tx ); float br = dot(c.rgb, brv); if(br > brF && br <= brT) w++; if(c.r > brF && c.r <= brT) r++; if(c.g > brF && c.g <= brT) g++; if(c.b > brF && c.b <= brT) b++; } float ws = 1. - w / (DIM * DIM); float rs = 1. - r / (DIM * DIM); float gs = 1. - g / (DIM * DIM); float bs = 1. - b / (DIM * DIM); gl_FragData[0] = vec4(step(ws, v_vTexcoord.y)); gl_FragData[1] = vec4(step(rs, v_vTexcoord.y)); gl_FragData[2] = vec4(step(gs, v_vTexcoord.y)); gl_FragData[3] = vec4(step(bs, v_vTexcoord.y)); }