// // 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_==_######################@~ #ifdef _YY_HLSL11_ #define PALETTE_LIMIT 1024 #else #define PALETTE_LIMIT 256 #endif // // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec4 colorFrom[PALETTE_LIMIT]; uniform int colorFromAmount; uniform vec4 colorTo[PALETTE_LIMIT]; 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); }