2013-03-13 22:54:47 +00:00
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!!cvari r_menutint_inverse
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2018-03-04 14:41:16 +00:00
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!!cvard_srgb r_menutint
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2013-03-13 22:54:47 +00:00
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#ifdef VERTEX_SHADER
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attribute vec2 v_texcoord;
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varying vec2 texcoord;
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uniform vec4 e_rendertexturescale;
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void main(void)
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{
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texcoord.x = v_texcoord.x*e_rendertexturescale.x;
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texcoord.y = (1.0-v_texcoord.y)*e_rendertexturescale.y;
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gl_Position = ftetransform();
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}
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#endif
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#ifdef FRAGMENT_SHADER
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varying vec2 texcoord;
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uniform sampler2D s_t0;
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uniform int cvar_r_menutint_inverse;
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const vec3 lumfactors = vec3(0.299, 0.587, 0.114);
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const vec3 invertvec = vec3(1.0, 1.0, 1.0);
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void main(void)
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{
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vec3 texcolor = texture2D(s_t0, texcoord).rgb;
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float luminance = dot(lumfactors, texcolor);
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texcolor = vec3(luminance, luminance, luminance);
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2018-03-04 14:41:16 +00:00
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texcolor *= r_menutint;
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2013-03-13 22:54:47 +00:00
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texcolor = (cvar_r_menutint_inverse > 0) ? (invertvec - texcolor) : texcolor;
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gl_FragColor = vec4(texcolor, 1.0);
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}
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#endif
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