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fteqw/engine/shaders/hlsl11/menutint.hlsl

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!!samps 1
!!cvard3 r_menutint=0.2 0.2 0.2
!!cvardf r_menutint_inverse=0.0
struct a2v
{
float4 pos: POSITION;
float2 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
struct v2f
{
float4 pos: SV_POSITION;
float2 tc: TEXCOORD0;
float4 vcol: COLOR0;
};
#include <ftedefs.h>
#ifdef VERTEX_SHADER
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_projection, inp.pos);
outp.tc = inp.tc;
outp.vcol = inp.vcol;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D t_t0;
SamplerState s_t0;
static const float3 lumfactors = float3 (0.299, 0.587, 0.114);
float4 main (v2f inp) : SV_TARGET
{
float4 texcolor = t_t0.Sample(s_t0, inp.tc);
float luminance = dot(lumfactors, texcolor.rgb);
texcolor.rgb = float3(luminance, luminance, luminance);
texcolor.rgb *= r_menutint;
texcolor.rgb = (r_menutint_inverse > 0) ? (1.0 - texcolor.rgb) : texcolor.rgb;
return texcolor * inp.vcol;
}
#endif