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

58 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_==_######################@~
#ifdef _YY_HLSL11_
#define PALETTE_LIMIT 1024
#else
#define PALETTE_LIMIT 256
#endif
//
// Simple passthrough fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec4 colorFrom[PALETTE_LIMIT];
uniform int colorFromAmount;
uniform vec4 colorTo[PALETTE_LIMIT];
uniform int colorToAmount;
uniform int useMask;
uniform sampler2D mask;
void main() {
vec4 p = texture2D( gm_BaseTexture, v_vTexcoord );
int index = 0;
float minDist = 999.;
for(int i = 0; i < colorFromAmount; i++ ) {
float dist = distance(p.rgb, colorFrom[i].rgb);
if(dist < minDist) {
minDist = dist;
index = i;
}
}
gl_FragColor = vec4(colorTo[index].rgb, p.a * colorTo[index].a);
}