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- Texture2D u_texture : register(t0, space2);
- SamplerState u_sampler : register(s0, space2);
- struct PSInput {
- float4 v_color : COLOR0;
- float2 v_uv : TEXCOORD0;
- };
- struct PSOutput {
- float4 o_color : SV_Target;
- };
- PSOutput main(PSInput input) {
- PSOutput output;
- float4 color = u_texture.Sample(u_sampler, input.v_uv) * input.v_color;
- float gray = color.r * 0.299 + color.g * 0.587 + color.r * 0.114;
- output.o_color = float4(gray, gray, gray, color.a);
- return output;
- }
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