// // 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 float size; #define TAU 6.283185307179586 void main() { vec2 pixelPosition = v_vTexcoord * dimension; vec4 point = texture2D( gm_BaseTexture, v_vTexcoord ); float tau_div = TAU / 64.; gl_FragColor = point; if(point.a < 1.) { for(float i = 1.; i < size; i++) { for(float j = 0.; j < 64.; j++) { float ang = j * tau_div; vec2 pxs = (pixelPosition + vec2( cos(ang) * i, sin(ang) * i)) / dimension; if(pxs.x < 0. || pxs.x > 1. || pxs.y < 0. || pxs.y > 1.) continue; vec4 sam = texture2D( gm_BaseTexture, pxs ); if(sam.a > 0.) { gl_FragColor = vec4(sam.rgb, 1.); i = size; break; } } } } }