mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
5b4756f3d9
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
31 lines
901 B
GLSL
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
|