// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 com; void main() { vec2 posPx = v_vTexcoord * dimension; vec2 lookAt = normalize(posPx - com) / dimension; float dist = dimension.x + dimension.y; vec4 sam = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(sam.a); for(float i = 1.; i <= dist; i++) { vec2 pos = v_vTexcoord + lookAt * i; if(pos.x < 0. || pos.y < 0. || pos.x > 1. || pos.y > 1.) continue; vec4 sam = texture2D( gm_BaseTexture, pos ); if(sam.a == 1.) { //inner pixel gl_FragColor = vec4(0.); break; } } }