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¾ÕÀåÀÇ Èæ¹é ó¸®ÀåÀ» Âü°íÇؼ ·»´õ¸ùÅ° ÆÄÀÏ ColorConversion2.rfx ÆÄÀÏÀ» ¼öÁ¤ ÇÒ °ÍÀÌ´Ù. GrayScale Æнº¿¡¼ ¸¶¿ì½º ¿À¸¥ÂÊ ¹öÆ°À» ´·¯ Copy¸¦ ¼±ÅÃÇÑ´Ù. GrayScaleÀº µðÁîºí ½ÃŲ´Ù. GrayScale Æнº¿¡¼ ¹Ù²ï ºÎºÐÀº Çȼ¿ ¼ÎÀÌ´õ¸¸ ¼öÁ¤ µÇ¾ú´Ù. struct PS_INPUT
{ float2 uv : TEXCOORD0; }; sampler2D SceneSampler; float4 ps_main( PS_INPUT input) : COLOR { float4 tex = tex2D( SceneSampler, input.uv); float4 sepia; sepia.a = tex.a; sepia.r = dot( tex.rgb, float3( 0.393f, 0.769f, 0.189f)); sepia.g = dot( tex.rgb, float3( 0.349f, 0.686f, 0.168f)); sepia.b = dot( tex.rgb, float3( 0.272f, 0.534f, 0.131f)); return sepia; } ¸¶ÀÌÅ©·Î½º¼ÒÇÁÆ®°¡ ±ÇÇÏ´Â °ø½ÄÀº ´ÙÀ½°ú °°´Ù. R = R * 0.393 + G * 769 + B * 0.189 °ø½ÄÀ» ÄÚµå·Î Ç¥ÇöÇÏ¸é ´ÙÀ½°ú °°´Ù. sepia.r = tex.r * 0.393 + tex.g * 769 + tex.b * 0.189 ³»ÀûÀ» »ç¿ëÇÏ¿© Ç¥ÇöÇÏ¸é ´ÙÀ½°ú °°´Ù. sepia.r = dot( tex.rgb, float3( 0.393f, 0.769f, 0.189f )); ´Ù¿î·Îµå : (¼¼ÇǾÆ)ColorConversion3.rfx |