#ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D u_texture; uniform vec4 u_color; uniform vec2 u_texsize; uniform vec2 u_uv; uniform vec2 u_uv2; uniform float u_progress; uniform float u_time; varying vec4 v_color; varying vec2 v_texCoord; bool id(vec2 coords, vec4 base){ vec4 target = texture2D(u_texture, coords); return target.a < 0.1 || (coords.x < u_uv.x || coords.y < u_uv.y || coords.x > u_uv2.x || coords.y > u_uv2.y); } bool cont(vec2 T, vec2 v){ const float step = 3.0; vec4 base = texture2D(u_texture, T); return base.a > 0.1 && (id(T + vec2(0, step) * v, base) || id(T + vec2(0, -step) * v, base) || id(T + vec2(step, 0) * v, base) || id(T + vec2(-step, 0) * v, base)); } void main() { vec2 t = v_texCoord.xy; vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y); vec2 coords = (v_texCoord-u_uv) / v; float value = coords.x + coords.y; vec4 color = texture2D(u_texture, t); vec2 center = ((u_uv + u_uv2)/2.0 - u_uv) /v; float dst = (abs(center.x - coords.x) + abs(center.y - coords.y))/2.0; if((mod(u_time / 1.5 + value, 20.0) < 15.0 && cont(t, v))){ gl_FragColor = u_color; }else if(dst > (1.0-u_progress) * (center.x)){ gl_FragColor = color; }else if((dst + 1.0 > (1.0-u_progress) * (center.x)) && color.a > 0.1){ gl_FragColor = u_color; }else{ gl_FragColor = vec4(0.0); } }