2016-07-26 11:47:59 +00:00
|
|
|
!!samps 1
|
2015-07-31 13:23:32 +00:00
|
|
|
!!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
|