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@@ -15,15 +15,27 @@ uniform ivec3 palette[colors];
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void main()
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{
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// Texel color fetching from texture sampler
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- vec4 texelColor = texture2D(texture0, fragTexCoord) * fragColor;
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+ vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor;
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// Convert the (normalized) texel color RED component (GB would work, too)
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// to the palette index by scaling up from [0, 1] to [0, 255].
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- int index = int(texelColor.r * 255.0);
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- ivec3 color = palette[index];
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+ int index = int(texelColor.r*255.0);
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+
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+ ivec3 color = ivec3(0);
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+
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+ // NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
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+ // a constantmust be used, so this logic...
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+ if (index == 0) color = palette[0];
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+ else if (index == 1) color = palette[1];
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+ else if (index == 2) color = palette[2];
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+ else if (index == 3) color = palette[3];
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+ else if (index == 4) color = palette[4];
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+ else if (index == 5) color = palette[5];
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+ else if (index == 6) color = palette[6];
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+ else if (index == 7) color = palette[7];
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// Calculate final fragment color. Note that the palette color components
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// are defined in the range [0, 255] and need to be normalized to [0, 1]
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// for OpenGL to work.
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- gl_FragColor = vec4(color / 255.0, texelColor.a);
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+ gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a);
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}
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