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sdl/test/testgpurender_effects_grays...

20 lines
500 B
HLSL

Texture2D u_texture : register(t0, space2);
SamplerState u_sampler : register(s0, space2);
struct PSInput {
float4 v_color : COLOR0;
float2 v_uv : TEXCOORD0;
};
struct PSOutput {
float4 o_color : SV_Target;
};
PSOutput main(PSInput input) {
PSOutput output;
float4 color = u_texture.Sample(u_sampler, input.v_uv) * input.v_color;
float gray = color.r * 0.299 + color.g * 0.587 + color.r * 0.114;
output.o_color = float4(gray, gray, gray, color.a);
return output;
}