#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform sampler2D Palette, DiffuseTexture; uniform vec2 Palettes; uniform float PaletteRows; uniform vec4 LightDirection; uniform vec3 AmbientLight, DiffuseLight; in vec4 vTexCoord; in vec4 vChannelMask; in vec4 vNormalsMask; out vec4 fragColor; void main() { vec4 x = texture(DiffuseTexture, vTexCoord.st); vec4 color = texture(Palette, vec2(dot(x, vChannelMask), (Palettes.x + 0.5) / PaletteRows)); if (color.a < 0.01) discard; vec4 y = texture(DiffuseTexture, vTexCoord.pq); vec4 normal = (2.0 * texture(Palette, vec2(dot(y, vNormalsMask), (Palettes.y + 0.5) / PaletteRows)) - 1.0); vec3 intensity = AmbientLight + DiffuseLight * max(dot(normal, LightDirection), 0.0); fragColor = vec4(intensity * color.rgb, color.a); }