// // 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 vec2 com; void main() { vec2 posPx = v_vTexcoord * dimension; vec2 lookAt = normalize(posPx - com) / dimension; float dist = dimension.x + dimension.y; vec4 sam = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(sam.a); for(float i = 1.; i <= dist; i++) { vec2 pos = v_vTexcoord + lookAt * i; if(pos.x < 0. || pos.y < 0. || pos.x > 1. || pos.y > 1.) continue; vec4 sam = texture2D( gm_BaseTexture, pos ); if(sam.a == 1.) { //inner pixel gl_FragColor = vec4(0.); break; } } }