fteqw/engine/shaders/hlsl11/menutint.hlsl
Spoike eccfe6b560 d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.
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
2016-07-26 11:47:59 +00:00

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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