Skip to content

Instantly share code, notes, and snippets.

@thatcosmonaut
Created December 10, 2020 20:49
Show Gist options
  • Save thatcosmonaut/ea211fddaeba4c5f7541cb583bde945e to your computer and use it in GitHub Desktop.
Save thatcosmonaut/ea211fddaeba4c5f7541cb583bde945e to your computer and use it in GitHub Desktop.
Busted mojoshader GLSL output
#version 120
uniform vec4 ps_uniforms_vec4[1];
uniform ivec4 ps_uniforms_ivec4[1];
const float FLT_MAX = 1e38;
const vec4 ps_c1 = vec4(0.0, 0.0, 1.0, 0.0);
vec4 ps_r0;
vec4 ps_r1;
vec4 ps_r2;
vec4 ps_r3;
vec4 ps_r4;
#define ps_c0 ps_uniforms_vec4[0]
#define ps_i0 ps_uniforms_ivec4[0]
uniform sampler2D ps_s0;
uniform sampler2D ps_s1;
#define ps_v0 gl_TexCoord[0]
#define ps_oC0 gl_FragColor
void main()
{
ps_r0 = texture2D(ps_s0, ps_v0.xy);
ps_r1.x = ((ps_c0.x == 0.0) ? FLT_MAX : 1.0 / ps_c0.x);
ps_r2.y = ps_c1.x;
ps_r3 = ps_c1.xxxy;
ps_r1.y = ps_c1.x;
for (int rep1 = 0; rep1 < ps_i0.x; rep1++) {
ps_r2.x = ps_r1.x * ps_r1.y;
ps_r4 = texture2D(ps_s1, ps_r2.xy);
ps_r2.xzw = -ps_r0.xyz + ps_r4.xyz;
ps_r1.z = dot(ps_r2.xzw, ps_r2.xzw);
ps_r1.z = ((ps_r1.z == 0.0) ? FLT_MAX : inversesqrt(abs(ps_r1.z)));
ps_r4.w = ((ps_r1.z == 0.0) ? FLT_MAX : 1.0 / ps_r1.z);
ps_r1.z = -ps_r3.w + ps_r4.w;
ps_r3 = ((ps_r1.z >= 0.0) ? ps_r3 : ps_r4);
ps_r1.y = ps_r1.y + ps_c1.z;
}
ps_oC0.xyz = ps_r3.xyz;
ps_oC0.w = ps_r0.w;
}
#include "Macros.fxh"
#define FLT_MAX 3.402823466e+38
DECLARE_TEXTURE(Texture, 0);
DECLARE_TEXTURE(Palette, 1);
BEGIN_CONSTANTS
int PaletteWidth _ps(c0) _cb(c0);
END_CONSTANTS
struct VertexInput
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD;
};
struct PixelInput
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD0;
};
PixelInput main_vs(VertexInput input)
{
PixelInput output;
output.Position = input.Position;
output.TexCoord = input.TexCoord;
return output;
}
float4 main_ps(PixelInput input) : SV_TARGET0
{
float4 sampled = SAMPLE_TEXTURE(Texture, input.TexCoord);
float3 sampled_color = sampled.rgb;
float3 closest_color = float3(0, 0, 0);
float closest_dist = FLT_MAX;
for (int i = 0; i < PaletteWidth; i++)
{
float3 palette_color = SAMPLE_TEXTURE(Palette, float2(i / (float)PaletteWidth, 0));
float dist = distance(palette_color, sampled_color);
if (dist < closest_dist)
{
closest_dist = dist;
closest_color = palette_color;
}
}
return float4(closest_color, sampled.a);
}
Technique PaletteCrush
{
Pass
{
VertexShader = compile vs_3_0 main_vs();
PixelShader = compile ps_3_0 main_ps();
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment