mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
52 lines
1.3 KiB
Text
52 lines
1.3 KiB
Text
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//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform float seed;
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uniform float ratio;
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#ifdef _YY_HLSL11_
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#define PALETTE_LIMIT 1024
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#else
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#define PALETTE_LIMIT 256
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#endif
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uniform int usePalette;
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uniform vec4 palette[PALETTE_LIMIT];
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uniform int paletteAmount;
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float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * (43758.5453123 + seed)); }
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void main() {
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vec4 pos = texture2D( gm_BaseTexture, v_vTexcoord );
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gl_FragColor = vec4(0.);
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if(pos.z == 0. || pos.a == 0.) return;
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int index = int(floor(random(pos.rg) * float(paletteAmount)));
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float rrat = random(pos.rg + vec2(1.6193, 3.5341));
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if(rrat >= ratio) return;
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gl_FragColor = palette[index];
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}
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