dosbox-x/shaders/MCOrange.fx

71 lines
1.8 KiB
HLSL

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