mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
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
|
|
!!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 |