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scr_load_palette_shaderscr_load_palette_shaderfunction scr_load_palette_shader() //gml_Script_scr_load_palette_shader
{
shader_on = false
shader_sprite = spr_final_palette
palette_sampler = sprite_get_texture(shader_sprite, 0)
u_palette_tex = shader_get_sampler_index(sh_palette_swap, "palette_tex")
u_palette_index = shader_get_uniform(sh_palette_swap, "palette_index")
u_palette_texel_height = shader_get_uniform(sh_palette_swap, "palette_texel_height")
u_palette_texel_width = shader_get_uniform(sh_palette_swap, "palette_texel_width")
u_palette_x_offset = shader_get_uniform(sh_palette_swap, "palette_x_offset")
u_palette_y_offset = shader_get_uniform(sh_palette_swap, "palette_y_offset")
u_color_vect = shader_get_uniform(sh_palette_swap, "color_vect")
palette_tex = sprite_get_texture(shader_sprite, 0)
uniform_info = [texture_get_texel_height(palette_tex), texture_get_texel_width(palette_tex), array_get(texture_get_uvs(palette_tex), 0), array_get(texture_get_uvs(palette_tex), 1), argument[0]]
index = 0
} (0) |