Pixel-Composer/shaders/sh_posterize_palette/sh_posterize_palette.fsh

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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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#define PALETTE_LIMIT 128
uniform vec4 palette[PALETTE_LIMIT];
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uniform int keys;
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uniform int alpha;
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vec3 rgb2xyz( vec3 c ) {
vec3 tmp;
tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92;
tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92,
tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92;
return 100.0 * tmp *
mat3( 0.4124, 0.3576, 0.1805,
0.2126, 0.7152, 0.0722,
0.0193, 0.1192, 0.9505 );
}
vec3 xyz2lab( vec3 c ) {
vec3 n = c / vec3( 95.047, 100, 108.883 );
vec3 v;
v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 );
v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 );
v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 );
return vec3(( 116.0 * v.y ) - 16.0, 500.0 * ( v.x - v.y ), 200.0 * ( v.y - v.z ));
}
vec3 rgb2lab(vec3 c) {
vec3 lab = xyz2lab( rgb2xyz( c ) );
return vec3( lab.x / 100.0, 0.5 + 0.5 * ( lab.y / 127.0 ), 0.5 + 0.5 * ( lab.z / 127.0 ));
}
float colorDifferent(in vec4 c1, in vec4 c2) {
vec3 lab1 = rgb2lab(c1.rgb);
vec3 lab2 = rgb2lab(c2.rgb);
return length(lab1 - lab2);
}
void main() {
vec4 _col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 col = alpha == 1? _col * _col.a : _col;
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int closet_index = 0;
float closet_value = 99.;
for(int i = 0; i < keys; i++) {
vec4 p_col = palette[i];
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float dif = colorDifferent(p_col, col);
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if(dif < closet_value) {
closet_value = dif;
closet_index = i;
}
}
gl_FragColor = palette[closet_index];
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if(alpha == 0) gl_FragColor.a = _col.a;
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}