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https://github.com/joncampbell123/dosbox-x.git
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71 lines
1.8 KiB
HLSL
71 lines
1.8 KiB
HLSL
/*
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Copyright (C) 2006 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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This nice shader reads the brightness values of "pixels" and returns an image
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with only a single color used - to produce the "monochrome" effect, otherwise seen on
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now very obsolete types of displays.
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The final numbers of colors can be set to produce a final reduced color look while still
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emulating an "advanced" gfx. chipset.
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*/
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#include "shader.code"
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const float colors = 256.0; // number of colors the display can show
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string name : NAME = "MCOrange";
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string combineTechique : COMBINETECHNIQUE = "MCOrange";
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// **VS**
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VERTEX_STUFF_W S_VERTEX (float3 p : POSITION, float2 tc : TEXCOORD0)
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{
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VERTEX_STUFF_W OUT = (VERTEX_STUFF_W)0;
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OUT.coord = mul(float4(p,1),WorldViewProjection);
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OUT.CT = tc;
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return OUT;
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}
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// **PS**
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float4 S_FRAGMENT ( in VERTEX_STUFF_W VAR ) : COLOR
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{
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half3 ink = half3(0.57, 0.28, 0.0);
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half3 c11 = tex2D(s_p, VAR.CT).xyz;
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half lct = floor(colors*length(c11))/colors;
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return half4(lct*ink,1);
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}
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technique MCOrange
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{
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pass P0
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{
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VertexShader = compile vs_2_0 S_VERTEX();
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PixelShader = compile ps_2_0 S_FRAGMENT();
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}
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}
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