// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 sampler; void main() { vec2 pos = (floor((v_vTexcoord * dimension) / sampler) * sampler) / dimension; bool emp = true; for(float i = 0.; i <= sampler.x; i++) for(float j = 0.; j <= sampler.y; j++) { vec4 col = texture2D( gm_BaseTexture, pos + vec2(i, j) / dimension); if(col.a > 0.) { emp = false; break; } } if(emp) gl_FragColor = vec4(0.); else gl_FragColor = vec4(1.); }