!!cvari r_menutint_inverse !!cvard_srgb r_menutint !!samps 1 #ifdef VERTEX_SHADER attribute vec2 v_texcoord; varying vec2 texcoord; uniform vec4 e_rendertexturescale; void main(void) { texcoord.x = v_texcoord.x*e_rendertexturescale.x; texcoord.y = (1.0-v_texcoord.y)*e_rendertexturescale.y; gl_Position = ftetransform(); } #endif #ifdef FRAGMENT_SHADER varying vec2 texcoord; uniform int cvar_r_menutint_inverse; const vec3 lumfactors = vec3(0.299, 0.587, 0.114); const vec3 invertvec = vec3(1.0, 1.0, 1.0); void main(void) { vec3 texcolor = texture2D(s_t0, texcoord).rgb; float luminance = dot(lumfactors, texcolor); texcolor = vec3(luminance, luminance, luminance); texcolor *= r_menutint; texcolor = (cvar_r_menutint_inverse > 0) ? (invertvec - texcolor) : texcolor; gl_FragColor = vec4(texcolor, 1.0); } #endif