summaryrefslogtreecommitdiffhomepage
path: root/examples/shaders/resources
diff options
context:
space:
mode:
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl100/palette-switch.fs29
-rw-r--r--examples/shaders/resources/shaders/glsl120/palette-switch.fs27
-rw-r--r--examples/shaders/resources/shaders/glsl330/palette-switch.fs30
3 files changed, 86 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/palette-switch.fs b/examples/shaders/resources/shaders/glsl100/palette-switch.fs
new file mode 100644
index 00000000..65a7bd29
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/palette-switch.fs
@@ -0,0 +1,29 @@
+#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 = 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].
+ 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);
+}
diff --git a/examples/shaders/resources/shaders/glsl120/palette-switch.fs b/examples/shaders/resources/shaders/glsl120/palette-switch.fs
new file mode 100644
index 00000000..b4384502
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/palette-switch.fs
@@ -0,0 +1,27 @@
+#version 120
+
+const int colors = 8;
+
+// Input fragment attributes (from fragment 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 = 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].
+ 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);
+}
diff --git a/examples/shaders/resources/shaders/glsl330/palette-switch.fs b/examples/shaders/resources/shaders/glsl330/palette-switch.fs
new file mode 100644
index 00000000..61b532ed
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/palette-switch.fs
@@ -0,0 +1,30 @@
+#version 330
+
+const int colors = 8;
+
+// Input fragment attributes (from fragment shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform ivec3 palette[colors];
+
+// Output fragment color
+out vec4 finalColor;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ 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].
+ 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.
+ finalColor = vec4(color / 255.0, texelColor.a);
+}