Pixel-Composer/build/Windows/0/cache/sh_blink_extract.shader

58 lines
1.4 KiB
GLSL

//
// 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.);
}