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

55 lines
1.3 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_==_######################@~
//
// 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)];
}