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-rw-r--r--examples/shaders/resources/shaders/glsl100/palette_switch.fs16
-rw-r--r--examples/shaders/resources/shaders/glsl330/palette_switch.fs13
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);
}