// // 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_==_######################@~ // // 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)]; }