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@ -2,7 +2,7 @@ |
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precision mediump float; |
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precision mediump float; |
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const int colors = 8; |
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const int MAX_INDEXED_COLORS = 8; |
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// Input vertex attributes (from vertex shader) |
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// Input vertex attributes (from vertex shader) |
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varying vec2 fragTexCoord; |
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varying vec2 fragTexCoord; |
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@ -10,7 +10,8 @@ varying vec4 fragColor; |
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// Input uniform values |
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// Input uniform values |
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uniform sampler2D texture0; |
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uniform sampler2D texture0; |
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uniform ivec3 palette[colors]; |
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uniform ivec3 palette[MAX_INDEXED_COLORS]; |
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//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture |
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void main() |
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void main() |
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{ |
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{ |
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@ -18,13 +19,13 @@ void main() |
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vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor; |
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vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor; |
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// Convert the (normalized) texel color RED component (GB would work, too) |
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// Convert the (normalized) texel color RED component (GB would work, too) |
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// to the palette index by scaling up from [0, 1] to [0, 255]. |
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// to the palette index by scaling up from [0..1] to [0..255] |
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int index = int(texelColor.r*255.0); |
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int index = int(texelColor.r*255.0); |
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ivec3 color = ivec3(0); |
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ivec3 color = ivec3(0); |
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// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value, |
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// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value, |
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// a f">constantmust be used, so this logic... |
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// a kn">constant must be used, so this logic... |
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if (index == 0) color = palette[0]; |
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if (index == 0) color = palette[0]; |
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else if (index == 1) color = palette[1]; |
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else if (index == 1) color = palette[1]; |
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else if (index == 2) color = palette[2]; |
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else if (index == 2) color = palette[2]; |
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@ -33,9 +34,10 @@ void main() |
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else if (index == 5) color = palette[5]; |
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else if (index == 5) color = palette[5]; |
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else if (index == 6) color = palette[6]; |
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else if (index == 6) color = palette[6]; |
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else if (index == 7) color = palette[7]; |
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else if (index == 7) color = palette[7]; |
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//gl_FragColor = texture2D(palette, texelColor.xy); // Alternative to ivec3 |
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// Calculate final fragment color. Note that the palette color components |
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// Calculate final fragment color. Note that the palette color components |
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// are defined in the range [0, 255] and need to be normalized to [0, 1] |
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// for OpenGL to work. |
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// are defined in the range [0..255] and need to be normalized to [0..1] |
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gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a); |
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gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a); |
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} |
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} |