// // 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 TAU 6.283185307179586 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float intensity; uniform float height; uniform int pixel; float h(vec4 c) { return (c.r + c.g + c.b) / 3. * c.a; } void main() { vec2 tx = 1. / dimension; float dd = length(tx); float ch = h(texture2D( gm_BaseTexture, v_vTexcoord )); float aa = 0.; float base = 1.; float top = 0.; for(float j = 0.; j <= 64.; j++) { float ang = pixel == 1? top / base * TAU : j / 64. * TAU; float ad = 0.; top += 2.; if(top >= base) { top = 1.; base *= 2.; } for(float i = 0.; i <= height; i++) { vec2 txs = v_vTexcoord + vec2( cos(ang), sin(ang)) * i * tx; float hh = h(texture2D( gm_BaseTexture, txs )); float dh = (hh - ch) * height; float di = (dh - i) / dh; float ao = max(0., hh - ch) * di * intensity; ad = max(ad, ao); } aa += ad / 64.; } gl_FragColor = vec4(vec3(max(.0, 1. - aa)), 1.); }