// // 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 vec4 c0, c1; uniform float mouseProg; uniform float prog; void main() { vec2 px = v_vTexcoord * dimension; vec2 norm = abs(v_vTexcoord - vec2(0.5)); float bar = 1. - norm.y * 2.; float rr = dimension.y / 2.; if(px.x < rr) bar = 1. - distance(px, vec2(rr, rr)) / rr; else if(px.x > dimension.x - rr) bar = 1. - distance(px, vec2(dimension.x - rr, rr)) / rr; bar = clamp(bar, 0., 1.); float dif = abs(v_vTexcoord.x - prog); float d0 = clamp(smoothstep(0.9 + mouseProg * 0.05, 1.00, 1. - dif) * 1., 0., 1.); float d1 = clamp(1. - smoothstep(0.85 + mouseProg * 0.05, 1.00, 1. - dif) * 2., 0., 0.75); float rad = 0.8 - d0 * (mouseProg * 0.25 + 0.4); bar = smoothstep(rad, 1.0, bar) * 25.; gl_FragColor = vec4(mix(c0.rgb, c1.rgb, d1), bar); }