16 lines
398 B
GLSL
16 lines
398 B
GLSL
// Turn picked color id into mask
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#version 330
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uniform sampler2D texpaint_colorid; // 1x1 picked color
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uniform sampler2D texcolorid;
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in vec2 texCoord;
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out vec4 FragColor;
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void main() {
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vec3 colorid_c1 = texelFetch(texpaint_colorid, ivec2(0, 0), 0).rgb;
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vec3 colorid_c2 = textureLod(texcolorid, texCoord, 0).rgb;
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if (colorid_c1 != colorid_c2) discard;
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FragColor = vec4(1.0, 1.0, 1.0, 1.0);
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}
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