!!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 #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