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25 lines
1010 B
25 lines
1010 B
shader_type spatial; |
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uniform sampler2D palette : filter_nearest; |
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uniform sampler2D albedo_texture : filter_nearest; |
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uniform float min_brightness = 0.0; // This is calculated for the |
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uniform float max_brightness = 1.0; // provided albedo texture. |
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// vec3 rgb2hsv(vec3 c) { |
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// vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); |
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// vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); |
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// vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); |
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// |
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// float d = q.x - min(q.w, q.y); |
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// const float e = 1.0e-10; |
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// return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); |
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// } |
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void fragment() { |
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ivec2 size = textureSize(palette, 0); |
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vec3 color = texture(albedo_texture, UV).rgb; |
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float brightness = max(color.r, max(color.g, color.b)); |
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brightness = (brightness - min_brightness) / (max_brightness - min_brightness); |
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float palette_u = (0.5 + (brightness * float(size.r - 1))) / float(size.r); |
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ALBEDO = texture(palette, vec2(palette_u, 0.5)).rgb; |
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}
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