// // 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_==_######################@~ varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform int selectionSize; uniform float selection[64]; uniform float selectionGroup[640]; void main() { vec2 tx = 1. / dimension; vec4 base = texture2D( gm_BaseTexture, v_vTexcoord ); float bs = base.r - 1.; gl_FragColor = vec4(0.); if(bs == -1.) return; for(int i = 0; i < selectionSize; i++) { float selInd = selection[i]; if(selInd < 10000.) continue; int _arr = int(selInd - 10000.); int _len = int(selectionGroup[_arr * 64]); for(int k = 0; k < _len; k++) { float _subI = selectionGroup[_arr * 64 + 1 + k]; if(_subI == -1.) continue; if(bs == _subI) { gl_FragColor = vec4(selInd, 0., 0., 1.); return; } } } }