35 lines
800 B
Plaintext
35 lines
800 B
Plaintext
struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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uniform sampler2D _MainTex;
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vec4 frag( in v2f_img i );
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vec4 frag( in v2f_img i ) {
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vec4 original;
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float Y;
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vec4 sepiaConvert = vec4( 0.191000, -0.0540000, -0.221000, 0.000000);
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vec4 xlat_var_output;
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original = texture2D( _MainTex, i.uv);
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Y = dot( vec3( 0.299000, 0.587000, 0.114000), original.xyz );
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xlat_var_output = (sepiaConvert + Y);
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xlat_var_output.w = original.w ;
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return xlat_var_output;
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}
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void main() {
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vec4 xl_retval;
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v2f_img xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2( gl_TexCoord[0]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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