Pixel-Composer/shaders/sh_blink_extract/sh_blink_extract.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform float tolerance;
uniform int useMask;
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uniform sampler2D mask;
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#define PALETTE_LIMIT 128
uniform vec4 colorTarget[PALETTE_LIMIT];
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uniform int colorTargetAmount;
void main() {
vec4 c1 = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = vec4(0.);
if(useMask == 1) {
vec4 m = texture2D( mask, v_vTexcoord );
if((m.r + m.g + m.b) * m.a < 0.5)
return;
}
float minDist = 10.;
for(int i = 0; i < colorTargetAmount; i++) {
float dist = distance(colorTarget[i].rgb, c1.rgb);
minDist = min(minDist, dist);
}
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if(minDist > tolerance) return;
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gl_FragColor = vec4(v_vTexcoord, 1., 1.);
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}