mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-11 12:45:17 +01:00
58 lines
1.3 KiB
GLSL
58 lines
1.3 KiB
GLSL
//
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// Simple passthrough vertex shader
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//
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attribute vec3 in_Position; // (x,y,z)
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//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
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attribute vec4 in_Colour; // (r,g,b,a)
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attribute vec2 in_TextureCoord; // (u,v)
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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void main()
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{
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vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
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gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
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v_vColour = in_Colour;
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v_vTexcoord = in_TextureCoord;
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}
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//######################_==_YOYO_SHADER_MARKER_==_######################@~
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#ifdef _YY_HLSL11_
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#define PALETTE_LIMIT 1024
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#else
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#define PALETTE_LIMIT 256
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#endif
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec4 colorFrom[PALETTE_LIMIT];
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uniform int colorFromAmount;
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uniform vec4 colorTo[PALETTE_LIMIT];
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uniform int colorToAmount;
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uniform int useMask;
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uniform sampler2D mask;
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void main() {
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vec4 p = texture2D( gm_BaseTexture, v_vTexcoord );
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int index = 0;
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float minDist = 999.;
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for(int i = 0; i < colorFromAmount; i++ ) {
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float dist = distance(p.rgb, colorFrom[i].rgb);
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if(dist < minDist) {
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minDist = dist;
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index = i;
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}
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}
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gl_FragColor = vec4(colorTo[index].rgb, p.a * colorTo[index].a);
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}
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