{ parms { stageSort sortCoverage } state { depthfunc GL_ALWAYS depthmask blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } hlsl_vp { result.position.x = dot4( vertex.position, $mvpMatrixX ) * $testImageFlip.x; result.position.y = dot4( vertex.position, $mvpMatrixY ) * $testImageFlip.y; result.position.z = dot4( vertex.position, $mvpMatrixZ ); result.position.w = dot4( vertex.position, $mvpMatrixW ); result.texcoord0.xy = vertex.texcoord0.xy; result.texcoord0.zw = _float2( 0.0 ); } hlsl_fp { float4 tc; tc.xyz = fragment.texcoord0.xyz; tc.w = $testImageLOD.x; result.color = tex2Dlod( $textureMap, tc ); result.color.w = $testImageAlpha.x; /* result.color = _float4( tex2Ddepth_fast( $textureMap, fragment.texcoord0.xy ) ); result.color.w = 1.0; */ /* half4 YCoCg = tex2Dlod( $textureMap, tc ); YCoCg.z = ( YCoCg.z * 31.875 ) + 1.0; //YCoCg.z = z * 255.0/8.0 + 1.0 YCoCg.z = 1.0 / YCoCg.z; YCoCg.xy *= YCoCg.z; result.color.x = dot4( YCoCg, matrixCoCg1YtoRGB1X ); result.color.y = dot4( YCoCg, matrixCoCg1YtoRGB1Y ); result.color.z = dot4( YCoCg, matrixCoCg1YtoRGB1Z ); result.color.w = 1.0; */ } }