// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec4 colorFrom[64]; uniform int colorFromAmount; uniform vec4 colorTo[64]; 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; } } gl_FragColor = vec4(colorTo[index].rgb, p.a * colorTo[index].a); }