Pixel-Composer/build/Windows/0/cache/sh_blink_replace.shader

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float seed;
uniform float ratio;
#ifdef _YY_HLSL11_
#define PALETTE_LIMIT 1024
#else
#define PALETTE_LIMIT 256
#endif
uniform int usePalette;
uniform vec4 palette[PALETTE_LIMIT];
uniform int paletteAmount;
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * (43758.5453123 + seed)); }
void main() {
vec4 pos = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = vec4(0.);
if(pos.z == 0. || pos.a == 0.) return;
int index = int(floor(random(pos.rg) * float(paletteAmount)));
float rrat = random(pos.rg + vec2(1.6193, 3.5341));
if(rrat >= ratio) return;
gl_FragColor = palette[index];
}