Black and White
From GameStudio Wiki
[edit]
Lite-C:
The material for the effect:
// Black and White
MATERIAL* BlackAndWhite_mat =
{
effect = "blackandwhite.fx";
}
The blackandwhite.fx file:
/////////////////////////////////
/////black and white effect//////
/////////////////////////////////
texture TargetMap;
sampler smpSource = sampler_state { texture = <TargetMap>; };
float4 BlackWhite_PS( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color;
Color.a = 1.0f;
Color = tex2D( smpSource, Tex.xy);
Color.rgb = (Color.r+Color.g+Color.b)/3.0f;
if (Color.r < 0.5)
Color.r = 0.0f;
else
Color.r = 1.0f;
Color.gb = Color.r;
return Color;
}
technique tech_00
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_2_0 BlackWhite_PS();
}
}
technique fallback { pass one { } }
[edit]
C-Script
The material for the effect:
// Black and White
material BlackAndWhite_mat
{
effect = "blackandwhite.fx";
}
The blackandwhite.fx file:
/////////////////////////////////
/////black and white effect//////
/////////////////////////////////
texture entSkin1;
sampler postTex = sampler_state
{
texture = (entSkin1);
MinFilter = linear;
MagFilter = linear;
MipFilter = linear;
AddressU = Clamp;
AddressV = Clamp;
};
float4 BlackWhite_PS( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color;
Color.a = 1.0f;
Color = tex2D( postTex, Tex.xy);
Color.rgb = (Color.r+Color.g+Color.b)/3.0f;
if (Color.r < 0.5)
Color.r = 0.0f;
else
Color.r = 1.0f;
Color.gb = Color.r;
return Color;
}
technique tech_00
{
pass pass_00
{
VertexShader = null;
PixelShader = compile ps_2_0 BlackWhite_PS();
}
}
technique tech_01
{
pass pass_00
{
Texture[0] = <entSkin1>;
}
}
--Slin 23:34, 10 November 2007 (CET)
