shader_type canvas_item; uniform vec4 old_palette[32]; uniform vec4 new_palette[32]; uniform int glowing[32]; const float pe = 0.004; struct DyeResult{ vec4 color; int index; }; DyeResult dye(vec4 color){ for(int i = 0; i<32; i++){ if(distance(color, old_palette[i]) < pe){ return DyeResult(new_palette[i], i); } } return DyeResult(color, -1); } vec4 rgb2hsv(vec4 inp){ vec3 c = inp.rgb; vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, inp.a); } vec4 hsv2rgb(vec4 inp){ vec3 c = inp.xyz; vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return vec4( c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y), inp.a); } void fragment() { DyeResult dy = dye(texture(TEXTURE, UV)); if(dy.index != -1 && glowing[dy.index] == 1){ vec4 hsv = rgb2hsv(dy.color); hsv.z += sin(TIME*1.5)*0.1; COLOR = hsv2rgb(hsv); } else{ COLOR = dy.color; } }