#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; } params; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord * 1.0001; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; layout(set = 0, binding = 3) uniform sampler2D COLOR_PALETTE; void main() { //sample the input textures vec4 out_color = texture(Source, vTexCoord.xy); //input grayscale values: //0.000 black - 0.333 medium gray - 0.667 light gray - 1.000 white //multiply grayscale value by 3 to obtain int value in range [0, 3], acts as index for arrays storing custom palette UV coordinates and alpha value vec2 palette_coordinate = vec2(0.5, (abs(1 - out_color.r) * 0.75) + 0.125); //directly map input grayscale value to color palette y coordinate out_color = vec4(texture(COLOR_PALETTE, palette_coordinate).rgb, ceil(abs(1.0 - out_color.r))); //sample color from palette, alpha = 1 if color is not transparent FragColor = out_color; }