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| author | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
| commit | 35e67da08e3d214589968c19b4b2fb31d8e566cc (patch) | |
| tree | 5054bcea5f6df754f467590101789b17dd9d9944 /examples/shaders/shaders_palette_switch.data | |
| parent | b2228039039afc05c41edd12103123f2a36c8080 (diff) | |
| download | raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip | |
UPDATED: examples to raylib 4.0
Some new examples added
Diffstat (limited to 'examples/shaders/shaders_palette_switch.data')
| -rw-r--r-- | examples/shaders/shaders_palette_switch.data | 41 |
1 files changed, 41 insertions, 0 deletions
diff --git a/examples/shaders/shaders_palette_switch.data b/examples/shaders/shaders_palette_switch.data new file mode 100644 index 0000000..e5b038d --- /dev/null +++ b/examples/shaders/shaders_palette_switch.data @@ -0,0 +1,41 @@ +#version 100 + +precision mediump float; + +const int colors = 8; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform ivec3 palette[colors]; + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor; + + // Convert the (normalized) texel color RED component (GB would work, too) + // to the palette index by scaling up from [0, 1] to [0, 255]. + int index = int(texelColor.r*255.0); + + ivec3 color = ivec3(0); + + // NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value, + // a constantmust be used, so this logic... + if (index == 0) color = palette[0]; + else if (index == 1) color = palette[1]; + else if (index == 2) color = palette[2]; + else if (index == 3) color = palette[3]; + else if (index == 4) color = palette[4]; + else if (index == 5) color = palette[5]; + else if (index == 6) color = palette[6]; + else if (index == 7) color = palette[7]; + + // Calculate final fragment color. Note that the palette color components + // are defined in the range [0, 255] and need to be normalized to [0, 1] + // for OpenGL to work. + gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a); +} |
