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-rw-r--r--examples/web/shaders/shaders_palette_switch.data41
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);
-}