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Beef/IDE/dist/shaders/Std_font.fx

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2019-08-23 11:56:54 -07:00
Texture2D tex2D;
SamplerState linearSampler
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
float4 WindowSize;
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD;
float4 Color : COLOR;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
output.Pos = float4(input.Pos.x / WindowSize.x * 2 - 1, 1 - input.Pos.y / WindowSize.y * 2, 0, 1);
output.Color = input.Color;
output.Tex = input.Tex;
output.Color = float4(input.Color.b * input.Color.a, input.Color.g * input.Color.a, input.Color.r * input.Color.a, input.Color.a);
return output;
}
float4 PS(PS_INPUT input) : SV_Target
{
float4 aTex = tex2D.Sample(linearSampler, input.Tex);
float aGrey = input.Color.r * 0.299 + input.Color.g * 0.587 + input.Color.b * 0.114;
float a = lerp(aTex.a, aTex.r, aGrey);
return float4(a, a, a, a) * input.Color;
}