// // 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 sampler2D textureMap; uniform vec2 dimension; uniform vec2 oriPosition; uniform vec2 oriScale; uniform int side; uniform int shadowInv; uniform float shadow; uniform float shadowThres; void main() { vec2 texPos = texture2D( textureMap, v_vTexcoord ).xy; vec2 oriPos = v_vTexcoord - (oriPosition / dimension); oriPos /= oriScale / dimension; float shade; if(side == 0) { if(shadowInv == 0) shade = oriPos.y - shadowThres < texPos.y? shadow : 1.; else shade = oriPos.y - shadowThres > texPos.y? shadow : 1.; } else { if(shadowInv == 0) shade = oriPos.x - shadowThres < texPos.x? shadow : 1.; else shade = oriPos.x - shadowThres > texPos.x? shadow : 1.; } vec4 tex = texture2D( gm_BaseTexture, v_vTexcoord ); tex.rgb *= shade; gl_FragColor = tex; }