17 lines
335 B
HLSL
17 lines
335 B
HLSL
#include "common.hlsli"
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struct v2p
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{
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float2 tc0 : TEXCOORD0; // base
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float4 c : COLOR0; // diffuse
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};
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// Pixel
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uniform sampler s_distort;
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float4 main(v2p I) : COLOR
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{
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float4 distort = tex2D(s_distort, I.tc0);
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float factor = distort.a * dot(I.c.rgb, 0.33f);
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return float4(distort.rgb, factor);
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}
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