mirror of
https://github.com/nzp-team/fteqw.git
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eccfe6b560
openal: doppler now applies to openal more consistently. vulkan: vk_loadglsl cvar enables vk_nv_glsl_shader, with support for existing glsl shaders (still no permutations for now). needs !!samps stuff. vulkan: r_renderscale now partly works. r_fxaa also works under specific circumstances. needs more work. still no bloom or projections stuff. menu_download: got a few tweaks to improve it, including zips. I still want to handle engine updates with this stuff, but that can wait for later. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5008 fc73d0e0-1445-4013-8a0c-d673dee63da5
45 lines
No EOL
949 B
HLSL
45 lines
No EOL
949 B
HLSL
!!samps 1
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!!cvard3 r_menutint=0.2 0.2 0.2
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!!cvardf r_menutint_inverse=0.0
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struct a2v
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{
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float4 pos: POSITION;
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float2 tc: TEXCOORD0;
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float4 vcol: COLOR0;
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};
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struct v2f
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{
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float4 pos: SV_POSITION;
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float2 tc: TEXCOORD0;
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float4 vcol: COLOR0;
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};
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#include <ftedefs.h>
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#ifdef VERTEX_SHADER
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v2f main (a2v inp)
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{
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v2f outp;
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outp.pos = mul(m_projection, inp.pos);
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outp.tc = inp.tc;
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outp.vcol = inp.vcol;
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return outp;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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Texture2D t_t0;
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SamplerState s_t0;
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static const float3 lumfactors = float3 (0.299, 0.587, 0.114);
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float4 main (v2f inp) : SV_TARGET
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{
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float4 texcolor = t_t0.Sample(s_t0, inp.tc);
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float luminance = dot(lumfactors, texcolor.rgb);
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texcolor.rgb = float3(luminance, luminance, luminance);
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texcolor.rgb *= r_menutint;
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texcolor.rgb = (r_menutint_inverse > 0) ? (1.0 - texcolor.rgb) : texcolor.rgb;
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return texcolor * inp.vcol;
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}
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#endif |