// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform int useMask; uniform sampler2D mask; #ifdef _YY_HLSL11_ #define PALETTE_LIMIT 1024 #else #define PALETTE_LIMIT 256 #endif uniform vec4 colorFrom[PALETTE_LIMIT]; uniform int colorFrom_amo; uniform vec4 colorTo[PALETTE_LIMIT]; uniform int colorTo_amo; uniform float seed; uniform int mode; uniform int alphacmp; uniform int hardReplace; uniform float treshold; uniform int replaceOthers; uniform vec4 replaceColor; #region color spaces 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 )); } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 0.0000000001; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } #endregion float random(in float st) { return fract(sin(st * 12.9898) * (seed + 43758.5453123)); } float round(float val) { return fract(val) >= 0.5? ceil(val) : floor(val); } void main() { vec4 col = texture2D( gm_BaseTexture, v_vTexcoord ); vec4 baseColor; if(replaceOthers == 0) baseColor = col; else if(replaceOthers == 1) { baseColor = replaceColor; if(useMask == 1) { vec4 m = texture2D( mask, v_vTexcoord ); if((m.r + m.g + m.b) * m.a < .5) { gl_FragColor = baseColor; return; } } } vec3 hsv = rgb2hsv(col.rgb); if(alphacmp == 1) hsv *= col.a; float min_df = treshold; int min_index = 0; for(int i = 0; i < colorFrom_amo; i++) { vec3 hsvFrom = rgb2hsv(colorFrom[i].rgb); float df = length(hsv - hsvFrom); if(df < min_df) { min_df = df; min_index = i; } } vec4 clr = vec4(0.); if(mode == 0) clr = colorTo[int(round(float(min_index) / float(colorFrom_amo - 1) * float(colorTo_amo - 1)))]; else if(mode == 1) clr = colorTo[int(round(random(float(min_index)) * float(colorTo_amo - 1)))]; if(min_df < treshold) { if(hardReplace == 0) { float rat = min_df / treshold; gl_FragColor = baseColor * (rat) + clr * (1. - rat); } else gl_FragColor = clr; } else gl_FragColor = baseColor; if(replaceOthers == 0) gl_FragColor.a = col.a; }