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| author | Ray <[email protected]> | 2024-05-05 19:46:31 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2024-05-05 19:46:31 +0200 |
| commit | 34d00d52177230cb3434240c263a0529aa0b4891 (patch) | |
| tree | dece7b21e111712160742dc94a00b36245ac45c1 /examples | |
| parent | f1007554a0a8145060797c0aa8169bdaf2c1c6b8 (diff) | |
| download | raylib-34d00d52177230cb3434240c263a0529aa0b4891.tar.gz raylib-34d00d52177230cb3434240c263a0529aa0b4891.zip | |
Minor formatting tweaks
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/palette_switch.fs | 16 | ||||
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/palette_switch.fs | 13 |
2 files changed, 17 insertions, 12 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/palette_switch.fs b/examples/shaders/resources/shaders/glsl100/palette_switch.fs index 25b49632..d8d696d4 100644 --- a/examples/shaders/resources/shaders/glsl100/palette_switch.fs +++ b/examples/shaders/resources/shaders/glsl100/palette_switch.fs @@ -2,7 +2,7 @@ precision mediump float; -const int colors = 8; +const int MAX_INDEXED_COLORS = 8; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; @@ -10,7 +10,8 @@ varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform ivec3 palette[colors]; +uniform ivec3 palette[MAX_INDEXED_COLORS]; +//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture void main() { @@ -18,13 +19,13 @@ void main() 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]. + // 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... + // a constant must 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]; @@ -33,9 +34,10 @@ void main() else if (index == 5) color = palette[5]; else if (index == 6) color = palette[6]; else if (index == 7) color = palette[7]; + + //gl_FragColor = texture2D(palette, texelColor.xy); // Alternative to ivec3 // 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. + // are defined in the range [0..255] and need to be normalized to [0..1] gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a); } diff --git a/examples/shaders/resources/shaders/glsl330/palette_switch.fs b/examples/shaders/resources/shaders/glsl330/palette_switch.fs index 7c8a488c..6a82529b 100644 --- a/examples/shaders/resources/shaders/glsl330/palette_switch.fs +++ b/examples/shaders/resources/shaders/glsl330/palette_switch.fs @@ -1,6 +1,6 @@ #version 330 -const int colors = 8; +const int MAX_INDEXED_COLORS = 8; // Input fragment attributes (from fragment shader) in vec2 fragTexCoord; @@ -8,7 +8,8 @@ in vec4 fragColor; // Input uniform values uniform sampler2D texture0; -uniform ivec3 palette[colors]; +uniform ivec3 palette[MAX_INDEXED_COLORS]; +//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture // Output fragment color out vec4 finalColor; @@ -16,15 +17,17 @@ out vec4 finalColor; void main() { // Texel color fetching from texture sampler + // NOTE: The texel is actually the a GRAYSCALE index color vec4 texelColor = texture(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]. + // to the palette index by scaling up from [0..1] to [0..255] int index = int(texelColor.r*255.0); ivec3 color = palette[index]; + + //finalColor = texture(palette, texelColor.xy); // Alternative to ivec3 // 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. + // are defined in the range [0..255] and need to be normalized to [0..1] finalColor = vec4(color/255.0, texelColor.a); } |
