Change PaletteReference.TextureIndex to an integer.
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@@ -4,7 +4,8 @@ precision mediump float;
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#endif
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uniform sampler2D Palette, DiffuseTexture;
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uniform vec2 PaletteRows;
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uniform vec2 Palettes;
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uniform float PaletteRows;
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uniform vec4 LightDirection;
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uniform vec3 AmbientLight, DiffuseLight;
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@@ -17,12 +18,12 @@ out vec4 fragColor;
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void main()
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{
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vec4 x = texture(DiffuseTexture, vTexCoord.st);
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vec4 color = texture(Palette, vec2(dot(x, vChannelMask), PaletteRows.x));
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vec4 color = texture(Palette, vec2(dot(x, vChannelMask), (Palettes.x + 0.5) / PaletteRows));
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if (color.a < 0.01)
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discard;
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vec4 y = texture(DiffuseTexture, vTexCoord.pq);
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vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), PaletteRows.y)) - 1.0);
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vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), (Palettes.y + 0.5) / PaletteRows)) - 1.0);
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vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0);
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fragColor = vec4(intensity * color.rgb, color.a);
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}
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