#ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D u_texture; uniform vec4 u_color; uniform vec2 u_texsize; uniform float u_lighten; varying vec4 v_color; varying vec2 v_texCoord; bool id(vec4 v){ return v.a > 0.1 && !(v.r < 0.01 && v.g < 0.01 && v.b < 0.01); } void main() { vec2 T = v_texCoord.xy; vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y); bool any = false; float step = 1.0; vec4 c = texture2D(u_texture, T); if(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)))) any = true; if(any){ gl_FragColor = u_color; }else{ if((c.r < 0.01 && c.g < 0.01 && c.b < 0.01)){ c = vec4(0.0); } gl_FragColor = mix(c, vec4(1.0, 1.0, 1.0, c.a), u_lighten) * v_color; } }