Pixel-Composer/shaders/sh_tiler_convert/sh_tiler_convert.fsh
2024-11-01 11:57:42 +07:00

17 lines
382 B
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec4 colorFrom[1024];
uniform float colorTo[1024];
uniform int colorAmount;
void main() {
vec4 base = texture2D( gm_BaseTexture, v_vTexcoord );
gl_FragColor = base;
for(int i = 0; i < colorAmount; i++) {
if(base == colorFrom[i])
gl_FragColor = vec4(colorTo[i], 0., 0., 1.);
}
}