{ parms { } state { depthfunc GL_ALWAYS depthmask alphamask twosided } hlsl_vp { result.position = vertex.position; } hlsl_fp { float2 tc = screenPosToTexcoord( fragment.position.xy, $positionToViewTexture ); float4 color = tex2D( $spare1Map, tc ); float maxComp = max( max( color.r, color.g ), color.b ); result.color.rgb = ( maxComp < 0.5 ) ? half3( 2.0 * ( 0.5 - maxComp ), 2.0 * maxComp, 0.0 ) : half3( 0.0, 2.0 * ( 1.0 - maxComp ), 2.0 * ( maxComp - 0.5 )); result.color.a = 1.0; } }