// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #ifdef _YY_HLSL11_ #define PALETTE_LIMIT 1024 #else #define PALETTE_LIMIT 256 #endif uniform vec4 palette[PALETTE_LIMIT]; uniform float paletteAmount; uniform float shift; void main() { vec4 c = texture2D( gm_BaseTexture, v_vTexcoord ); float minDist = 999.; float index = 0.; for(float i = 0.; i < paletteAmount; i++) { float _dist = distance(c.rgb, palette[int(i)].rgb); if(_dist < minDist) { minDist = _dist; index = i; } } index = mod(index + shift, paletteAmount); gl_FragColor = palette[int(index)]; }