// // 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 seed; uniform float ratio; #ifdef _YY_HLSL11_ #define PALETTE_LIMIT 1024 #else #define PALETTE_LIMIT 256 #endif uniform int usePalette; uniform vec4 palette[PALETTE_LIMIT]; uniform int paletteAmount; float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * (43758.5453123 + seed)); } void main() { vec4 pos = texture2D( gm_BaseTexture, v_vTexcoord ); gl_FragColor = vec4(0.); if(pos.z == 0. || pos.a == 0.) return; int index = int(floor(random(pos.rg) * float(paletteAmount))); float rrat = random(pos.rg + vec2(1.6193, 3.5341)); if(rrat >= ratio) return; gl_FragColor = palette[index]; }