// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; #define PALETTE_LIMIT 128 uniform vec4 palette[PALETTE_LIMIT]; uniform int keys; uniform int alpha; 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 )); } float colorDifferent(in vec4 c1, in vec4 c2) { vec3 lab1 = rgb2lab(c1.rgb); vec3 lab2 = rgb2lab(c2.rgb); return length(lab1 - lab2); } void main() { vec4 _col = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord ); vec4 col = alpha == 1? _col * _col.a : _col; int closet_index = 0; float closet_value = 99.; for(int i = 0; i < keys; i++) { vec4 p_col = palette[i]; float dif = colorDifferent(p_col, col); if(dif < closet_value) { closet_value = dif; closet_index = i; } } gl_FragColor = palette[closet_index]; if(alpha == 0) gl_FragColor.a *= _col.a; }