// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float tolerance; uniform int useMask; uniform sampler2D mask; #ifdef _YY_HLSL11_ #define PALETTE_LIMIT 1024 #else #define PALETTE_LIMIT 256 #endif uniform vec4 colorTarget[PALETTE_LIMIT]; uniform int colorTargetAmount; void main() { vec4 c1 = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(0.); if(useMask == 1) { vec4 m = texture2D( mask, v_vTexcoord ); if((m.r + m.g + m.b) * m.a < 0.5) return; } float minDist = 10.; for(int i = 0; i < colorTargetAmount; i++) { float dist = distance(colorTarget[i].rgb, c1.rgb); minDist = min(minDist, dist); } if(minDist > tolerance) return; gl_FragColor = vec4(v_vTexcoord, 1., 1.); }