varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; vec2 tx; bool sample(float x, float y) { vec2 pos = v_vTexcoord + vec2(tx.x * x, tx.y * y); if(pos.x < 0. || pos.y < 0. || pos.x > 1. || pos.y > 1.) return true; vec4 c = texture2D( gm_BaseTexture, pos ); return (c.r + c.g + c.b) * c.a == 0.; } void main() { tx = 1. / dimension; vec4 cc = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(0.); if(cc.a == 0.) return; bool s1 = sample(-1., 0.); bool s2 = sample( 1., 0.); bool s3 = sample(0., -1.); bool s4 = sample(0., 1.); if(s1 && s2) return; if(s3 && s4) return; if(s1) { gl_FragColor = vec4(1.); return; } if(s2) { gl_FragColor = vec4(1.); return; } if(s3) { gl_FragColor = vec4(1.); return; } if(s4) { gl_FragColor = vec4(1.); return; } }