qzdoom/wadsrc/static/shaders/glsl/func_paletted.fp

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vec4 ProcessTexel()
{
float index = getTexel(vTexCoord.st).r;
index = ((index * 255.0) + 0.5) / 256.0;
vec4 tex = texture(texture2, vec2(index, 0.5));
tex.a = 1.0;
return tex;
}