#ifdef GL_ES precision mediump float; precision mediump int; #endif #define SPACE 2.0 uniform sampler2D u_texture; uniform vec4 u_color; uniform vec2 u_texsize; uniform float u_scl; varying vec4 v_color; varying vec2 v_texCoord; void main() { vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y); vec4 c = texture2D(u_texture, v_texCoord.xy); float spacing = SPACE * u_scl; gl_FragColor = mix(c * v_color, u_color, (1.0-step(0.001, texture2D(u_texture, v_texCoord.xy).a)) * step(0.001, //cardinals texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v).a + texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v).a + texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v).a + texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v).a + //cardinal edges texture2D(u_texture, v_texCoord.xy + vec2(spacing, spacing) * v).a + texture2D(u_texture, v_texCoord.xy + vec2(spacing, -spacing) * v).a + texture2D(u_texture, v_texCoord.xy + vec2(-spacing, spacing) * v).a + texture2D(u_texture, v_texCoord.xy + vec2(-spacing, -spacing) * v).a + //cardinals * 2 texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v*2.0).a + texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v*2.0).a + texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v*2.0).a + texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v*2.0).a )); }