Test paletted stuff
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@@ -13,28 +13,39 @@
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shaderdefinition_t SHADER_UNLIT_DEFINITION = {
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.vert =
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"#version 330 core\n"
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"layout(location = 0) in vec3 aPos;\n"
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"layout(location = 1) in vec2 aTexCoord;\n"
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"layout(location = 2) in vec4 aColor;\n"
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"layout(location = 0) in vec3 a_Pos;\n"
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"layout(location = 1) in vec2 a_TexCoord;\n"
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"layout(location = 2) in vec4 a_Color;\n"
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"uniform mat4 u_Proj;\n"
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"uniform mat4 u_View;\n"
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"uniform mat4 u_Model;\n"
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"out vec4 v_Color;\n"
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"out vec2 v_TexCoord;\n"
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"void main() {\n"
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" gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
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" v_Color = aColor;\n"
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" v_TexCoord = aTexCoord;\n"
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" gl_Position = u_Proj * u_View * u_Model * vec4(a_Pos, 1.0);\n"
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" v_Color = a_Color;\n"
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" v_TexCoord = a_TexCoord;\n"
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"}\n",
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.frag =
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"#version 330 core\n"
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"uniform sampler2D u_Texture;\n"
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"uniform uint u_Colors[256];\n"
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"uniform int u_ColorCount;\n"
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"in vec4 v_Color;\n"
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"in vec2 v_TexCoord;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = texture(u_Texture, v_TexCoord) * v_Color;\n"
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" vec4 texColor = texture(u_Texture, v_TexCoord);\n"
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" uint index = uint(floor(texColor.r * 255.0));\n"
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" uint palColor = u_Colors[index];\n"
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" float r = float((palColor >> 24) & 0xFFu) / 255.0;\n"
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" float g = float((palColor >> 16) & 0xFFu) / 255.0;\n"
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" float b = float((palColor >> 8) & 0xFFu) / 255.0;\n"
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" float a = float((palColor >> 0) & 0xFFu) / 255.0;\n"
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" vec4 paletteColor = vec4(r, g, b, a);\n"
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" FragColor = paletteColor;\n"
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// " FragColor = paletteColor * v_Color;\n"
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"}\n"
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};
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#endif
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