#version 100 precision mediump float; const int MAX_INDEXED_COLORS = 8; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform ivec3 palette[MAX_INDEXED_COLORS]; //uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture void main() { // Texel color fetching from texture sampler 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] 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 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]; else if (index == 3) color = palette[3]; else if (index == 4) color = palette[4]; 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] gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a); }