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34 lines
798 B
HLSL
34 lines
798 B
HLSL
#if OPENGL
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#define SV_POSITION POSITION
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#define VS_SHADERMODEL vs_3_0
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#define PS_SHADERMODEL ps_3_0
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#else
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#define VS_SHADERMODEL vs_4_0_level_9_1
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#define PS_SHADERMODEL ps_4_0_level_9_1
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#endif
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float4x4 World;
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float4x4 View;
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float4x4 Projection;
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sampler s0;
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float3 W = float3(0.3, 0.59, 0.11);
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float percentage;
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float4 PixelShaderFunction(float4 pos : SV_Position, float4 color0 : COLOR0, float2 coords : TEXCOORD0) : COLOR0
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{
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float4 color = tex2D(s0, float2(coords.x, coords.y));
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float intensity = dot(color.rgb, W);
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float4 grayscale = float4(intensity, intensity, intensity, color.a);
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return lerp(color, grayscale, percentage) * color0;
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}
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technique Technique1
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{
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pass Pass1
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{
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PixelShader = compile PS_SHADERMODEL PixelShaderFunction();
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}
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}
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