#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; bool id(vec4 v){ return v.a > 0.1; } 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){ 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) || id(T + vec2(step, step) * v, base) || id(T + vec2(-step, -step) * v, base) || id(T + vec2(step, -step) * v, base) || id(T + vec2(-step, step) * v, base)); } 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); if(1.0-abs(coords.x - 0.5)*2.0 < 1.0-u_progress){ // c = vec4(0.0); } c.a *= u_progress; if(c.a > 0.01){ 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; }