Pixel-Composer/shaders/sh_colours_replace/sh_colours_replace.fsh

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#ifdef _YY_HLSL11_
#define PALETTE_LIMIT 1024
#else
#define PALETTE_LIMIT 256
#endif
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//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
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uniform vec4 colorFrom[PALETTE_LIMIT];
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uniform int colorFromAmount;
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uniform vec4 colorTo[PALETTE_LIMIT];
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uniform int colorToAmount;
uniform int useMask;
uniform sampler2D mask;
void main() {
vec4 p = texture2D( gm_BaseTexture, v_vTexcoord );
int index = 0;
float minDist = 999.;
for(int i = 0; i < colorFromAmount; i++ ) {
float dist = distance(p.rgb, colorFrom[i].rgb);
if(dist < minDist) {
minDist = dist;
index = i;
}
}
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gl_FragColor = vec4(colorTo[index].rgb, p.a * colorTo[index].a);
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}