// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; #define TAU 6.283185307179586 #define angle_sample 4. #define distance_sample 64. void main() { vec2 pixelPosition = v_vTexcoord * dimension; vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); vec2 scale = dimension / distance_sample; float min_dist = 1.; gl_FragColor = col; if(col.a == 1.) return; float tauDiv = TAU / angle_sample; for(float i = 1.; i <= distance_sample; i++) for(float j = 0.; j < angle_sample; j++) { float ang = j * tauDiv; vec2 pxs = (pixelPosition + vec2( cos(ang), sin(ang)) * scale * i) / dimension; vec4 sam = texture2D( gm_BaseTexture, pxs ); if(sam.a < 1.) continue; gl_FragColor = sam; return; } }