#ifdef GL_ES precision mediump float; precision mediump int; #endif #define step 3.0 uniform sampler2D u_texture; uniform float u_time; uniform float u_progress; uniform vec4 u_color; uniform vec2 u_uv; uniform vec2 u_uv2; uniform vec2 u_texsize; varying vec4 v_color; varying vec2 v_texCoord; #define SPACE 0.75 #define RADIUS 5.0 bool cont(vec2 t, vec2 v){ for(float cx = -RADIUS; cx <= RADIUS; cx ++){ for(float cy = -RADIUS; cy <= RADIUS; cy ++){ if(cx*cx + cy*cy <= RADIUS * RADIUS && texture2D(u_texture, v_texCoord.xy + vec2(cx, cy) * v * SPACE).a <= 0.001){ return true; } } } return false; } void main() { vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv); vec2 t = v_texCoord.xy; vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y); vec4 c = texture2D(u_texture, v_texCoord.xy); bool outl = cont(t, v); if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress && !outl){ c = vec4(0.0); } if(c.a > 0.01){ float f = abs(sin(coords.x*2.0 + u_time)); if(f > 0.9 || outl) f = 1.0; else f = 0.0; c = mix(c, u_color, f * u_color.a); } gl_FragColor = c * v_color; }