#version 100 precision mediump float; const int colors = 8; varying vec2 fragTexCoord; varying vec4 fragColor; uniform sampler2D texture0; uniform sampler2D texture1; uniform vec4 colDiffuse; uniform ivec3 palette[colors]; void main() { vec4 texelColor = texture2D(texture0, fragTexCoord); vec4 color = vec4(1.0, 1.0, 1.0, 1.0); vec2 bukCoord = vec2(texelColor.r, 0.5); if (texelColor.r == 1.0) { bukCoord = vec2(0.9999, 0.5); } vec4 colorx = texture2D(texture1, bukCoord); gl_FragColor = vec4(colorx.r, colorx.g, colorx.b, 1.0); }