REVIEWED: Shaders formating to follow raylib code conventions

This commit is contained in:
Ray
2025-08-11 20:22:31 +02:00
parent 8dae39fbda
commit 9b598f6bcf
62 changed files with 797 additions and 797 deletions

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@ -13,15 +13,15 @@ uniform ivec3 palette[colors];
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
vec4 texelColor = texture(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);
// to the palette index by scaling up from [0, 1] to [0, 255]
int index = int(texelColor.r*255.0);
ivec3 color = palette[index];
// 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]
// for OpenGL to work.
gl_FragColor = vec4(color / 255.0, texelColor.a);
// for OpenGL to work
gl_FragColor = vec4(color/255.0, texelColor.a);
}