#ifdef GL_ES precision mediump float; precision mediump int; #endif 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; float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } bool id(vec4 v){ return v.a > 0.1; } void main() { vec2 coords = (v_texCoord.xy - u_uv) / (u_uv2 - u_uv); vec2 t = v_texCoord.xy; vec4 c = texture2D(u_texture, v_texCoord.xy); vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y); float step = 1.0; bool outline = texture2D(u_texture, t).a < 0.1 && (id(texture2D(u_texture, t + vec2(0, step) * v)) || id(texture2D(u_texture, t + vec2(0, -step) * v)) || id(texture2D(u_texture, t + vec2(step, 0) * v)) || id(texture2D(u_texture, t + vec2(-step, 0) * v))); if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){ c = vec4(0.0); } if(c.a > 0.01 || outline){ float f = abs(sin(coords.x*2.0 + u_time)); if(f > 0.9 ) f = 1.0; else f = 0.0; c = mix(c, u_color, f * u_color.a); } gl_FragColor = c * v_color; }