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#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 = palette[index];
// 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(color / 255.0, texelColor.a);
}
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