// // 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 vec4 color; uniform float index; uniform int type; void main() { float dist = 1. - length(v_vTexcoord - .5) * 2.; dist -= mix(.2, .0, index); float a; vec4 c = vec4(0.); if(type == 0) { a = smoothstep(.0, .1, dist); c = mix(c, vec4(0., 0., 0., 1.), a); a = smoothstep(.15, .3, dist); c = mix(c, vec4(1., 1., 1., 1.), a); a = smoothstep(.4, .5, dist); c = mix(c, color, a); } else if(type == 1) { a = smoothstep(.3, .4, dist); c = mix(c, color, a); } else if(type == 2) { a = smoothstep(.0, .15, dist); c = mix(c, color, a); a = smoothstep(.25, .35, dist); c = mix(c, vec4(1., 1., 1., 1.), a); } gl_FragColor = c; }