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uniform float4x4 ViewProj;
uniform texture2d image;
uniform texture2d color_source;
uniform float2 uv_size;
uniform float levels;
uniform float4 color_1;
uniform float4 color_2;
sampler_state textureSampler{
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
MinLOD = 0;
MaxLOD = 0;
};
struct VertData
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData mainTransform(VertData v_in)
{
v_in.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
return v_in;
}
float4 mainImageColor(VertData v_in) : TARGET
{
float4 color = image.Sample(textureSampler, v_in.uv);
color.rgb = round(color.rgb * levels) / levels;
return color;
}
float4 mainImageColorMap(VertData v_in) : TARGET
{
float4 color = image.Sample(textureSampler, v_in.uv);
float lum = color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
lum = round(lum * levels) / levels;
float4 c = lerp(color_1, color_2, float4(lum, lum, lum, lum));
c.a *= color.a;
return c;
}
float4 mainImageSourceColorMap(VertData v_in) : TARGET
{
float4 color = image.Sample(textureSampler, v_in.uv);
float lum = color.r * 0.299 + color.g * 0.587 + color.b * 0.114;
lum = round(lum * levels) / levels;
//float4 c = lerp(color_1, color_2, float4(lum, lum, lum, lum));
float4 c = color_source.Sample(textureSampler, float2(lum, 0.5));
c.a *= color.a;
return c;
}
technique Draw
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImageColor(v_in);
}
}
technique DrawColorMap
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImageColorMap(v_in);
}
}
technique DrawSourceColorMap
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImageSourceColorMap(v_in);
}
}
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