fteqw/engine/shaders/glsl/menutint.glsl
Spoike 5b4756f3d9 Lazy GLSL loading, for faster load times.
Fixed some xim issues, for proper keyboard input under x11.
Cmake project can now work for cross compiling win32 targets.
Some other fun-but-pointless stuff.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5344 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-11-27 16:48:19 +00:00

31 lines
901 B
GLSL

!!cvari r_menutint_inverse
!!cvard_srgb r_menutint
!!samps 1
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
varying vec2 texcoord;
uniform vec4 e_rendertexturescale;
void main(void)
{
texcoord.x = v_texcoord.x*e_rendertexturescale.x;
texcoord.y = (1.0-v_texcoord.y)*e_rendertexturescale.y;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
varying vec2 texcoord;
uniform int cvar_r_menutint_inverse;
const vec3 lumfactors = vec3(0.299, 0.587, 0.114);
const vec3 invertvec = vec3(1.0, 1.0, 1.0);
void main(void)
{
vec3 texcolor = texture2D(s_t0, texcoord).rgb;
float luminance = dot(lumfactors, texcolor);
texcolor = vec3(luminance, luminance, luminance);
texcolor *= r_menutint;
texcolor = (cvar_r_menutint_inverse > 0) ? (invertvec - texcolor) : texcolor;
gl_FragColor = vec4(texcolor, 1.0);
}
#endif