diff options
Diffstat (limited to 'examples/web/shaders/shaders_palette_switch.data')
| -rw-r--r-- | examples/web/shaders/shaders_palette_switch.data | 41 |
1 files changed, 0 insertions, 41 deletions
diff --git a/examples/web/shaders/shaders_palette_switch.data b/examples/web/shaders/shaders_palette_switch.data deleted file mode 100644 index e5b038d..0000000 --- a/examples/web/shaders/shaders_palette_switch.data +++ /dev/null @@ -1,41 +0,0 @@ -#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); -} |
