// // 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 int bright; uniform vec2 brightThreshold; uniform int brightThresholdUseSurf; uniform sampler2D brightThresholdSurf; uniform float brightSmooth; uniform int alpha; uniform vec2 alphaThreshold; uniform int alphaThresholdUseSurf; uniform sampler2D alphaThresholdSurf; uniform float alphaSmooth; float _step( in float threshold, in float val ) { return val < threshold? 0. : 1.; } void main() { float bri = brightThreshold.x; if(brightThresholdUseSurf == 1) { vec4 _vMap = texture2D( brightThresholdSurf, v_vTexcoord ); bri = mix(brightThreshold.x, brightThreshold.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float alp = alphaThreshold.x; if(alphaThresholdUseSurf == 1) { vec4 _vMap = texture2D( alphaThresholdSurf, v_vTexcoord ); alp = mix(alphaThreshold.x, alphaThreshold.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } vec4 col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); if(bright == 1) { float bright = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722)); col.rgb = vec3(brightSmooth == 0.? _step(bri, bright) : smoothstep(bri - brightSmooth, bri + brightSmooth, bright)); } if(alpha == 1) { col.a = alphaSmooth == 0.? _step(alp, col.a) : smoothstep(alp - alphaSmooth, alp + alphaSmooth, col.a); } gl_FragColor = col; }