Created
April 7, 2013 05:05
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void main_vertex( float4 position : POSITION, | |
out float4 oPosition : POSITION, | |
float2 texCoord : TEXCOORD0, | |
out float2 oTexCoord : TEXCOORD0, | |
uniform float4x4 modelViewProj ) | |
{ | |
oPosition = mul(modelViewProj, position); | |
oTexCoord = texCoord; | |
} | |
const float GRAY_0 = 225.0 / 255.0; | |
const float GRAY_1 = 160.0 / 255.0; | |
const float GRAY_2 = 95.0 / 255.0; | |
const float4 COLOR_0 = float4(248.0, 232.0, 200.0, 1.0) / 255.0; | |
const float4 COLOR_1 = float4(216.0, 144.0, 72.0, 1.0) / 255.0; | |
const float4 COLOR_2 = float4(168.0, 40.0, 32.0, 1.0) / 255.0; | |
const float4 COLOR_3 = float4(48.0, 24.0, 80.0, 1.0) / 255.0; | |
float4 main_fragment( float2 texCoord : TEXCOORD0, | |
uniform sampler2D CURR : TEXUNIT0 ) : COLOR | |
{ | |
float4 texColor = tex2D(CURR, texCoord); | |
if(texColor.r >= GRAY_0) | |
return COLOR_0; | |
else if(texColor.r >= GRAY_1) | |
return COLOR_1; | |
else if(texColor.r >= GRAY_2) | |
return COLOR_2; | |
else | |
return COLOR_3; | |
} |
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