2011-01-30 17:08:06 -07:00
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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float4 tmp = float4(0, 0, 0, 0);
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tmp += c0 - texRECT(samp0, uv0 + float2(2, 2)).rgba;
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tmp += c0 - texRECT(samp0, uv0 - float2(2, 2)).rgba;
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tmp += c0 - texRECT(samp0, uv0 + float2(2, -2)).rgba;
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tmp += c0 - texRECT(samp0, uv0 - float2(2, -2)).rgba;
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float grey = ((0.222 * tmp.r) + (0.707 * tmp.g) + (0.071 * tmp.b));
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// get rid of the bottom line, as it is incorrect.
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if (uv0[1] < 163)
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tmp = 1;
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c0 = c0+1-grey*7;
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ocol0 = float4(c0.r, c0.g, c0.b, 1);
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2009-08-11 19:03:59 -06:00
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}
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