// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float tol; bool eq(in vec4 c1, in vec4 c2) { return distance(c1, c2) <= tol; } void main() { vec2 pixel = 1. / dimension; vec2 tex_pos = v_vTexcoord; vec2 pos_B = clamp(tex_pos + vec2( 0, -pixel.y), 0., 1.); vec2 pos_D = clamp(tex_pos + vec2(-pixel.x, 0), 0., 1.); vec2 pos_F = clamp(tex_pos + vec2( pixel.x, 0), 0., 1.); vec2 pos_H = clamp(tex_pos + vec2( 0, pixel.y), 0., 1.); vec4 E = texture2D( gm_BaseTexture, tex_pos); vec4 B = texture2D( gm_BaseTexture, pos_B); vec4 D = texture2D( gm_BaseTexture, pos_D); vec4 F = texture2D( gm_BaseTexture, pos_F); vec4 H = texture2D( gm_BaseTexture, pos_H); vec2 rem = floor(fract(tex_pos * dimension) * 2.); float index = rem.y * 2. + rem.x; if(!eq(B, H) && !eq(D, F)) { if(index == 0.) gl_FragColor = eq(D, B)? D : E; else if(index == 1.) gl_FragColor = eq(B, F)? F : E; else if(index == 2.) gl_FragColor = eq(D, H)? D : E; else gl_FragColor = eq(H, F)? F : E; } else { gl_FragColor = E; } }