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MaidEngine/shaders/masked_palette_swap.gdshader
2026-04-02 08:29:24 -04:00

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shader_type canvas_item;
uniform sampler2D flag_mask : source_color, hint_default_black;
uniform vec4 team_color : source_color = vec4(1.0, 0.0, 0.0, 1.0); // red by default
uniform float chroma_threshold : hint_range(0.0, 1.0) = 0.01;
void fragment() {
vec4 base = texture(TEXTURE, UV);
// --- Chroma key: discard near-black pixels ---
float max_channel = max(base.r, max(base.g, base.b));
if (max_channel < chroma_threshold) {
discard;
}
// --- Palette swap using masks ---
float mask = texture(flag_mask, UV).r; // 1.0 on flag pixels, 0.0 on castle
// Use the grey luminance as a brightness multiplier on the team color
float brightness = base.r; // grey means R == G == B
vec4 tinted = vec4(team_color.rgb * brightness * 2.0, base.a);
// Blend: castle pixels stay grey, flag pixels get tinted
COLOR = mix(base, tinted, mask);
}