// // 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 vec2 center[4]; uniform vec3 color[4]; uniform vec4 strength; uniform int blend; void main() { vec4 distances = vec4(0.); float maxDist = 0.; int i; for( i = 0; i < 4; i++ ) { float d = distance(v_vTexcoord, center[i] / dimension); distances[i] = d; maxDist = max(maxDist, d); } maxDist *= 2.; for( i = 0; i < 4; i++ ) distances[i] = pow((maxDist - distances[i]) / maxDist, strength[i]); vec4 weights; if(blend == 0) weights = distances / (distances[0] + distances[1] + distances[2] + distances[3]); else if(blend == 1) weights = normalize(distances); vec3 clr = color[0] * weights[0] + color[1] * weights[1] + color[2] * weights[2] + color[3] * weights[3]; gl_FragColor = vec4(clr, 1.); }