/* Default Vertex shader */ void main_vertex ( float4 position : POSITION, float4 color : COLOR, float2 texCoord : TEXCOORD0, uniform float4x4 modelViewProj, out float4 oPosition : POSITION, out float4 oColor : COLOR, out float2 otexCoord : TEXCOORD ) { oPosition = mul(modelViewProj, position); oColor = color; otexCoord = texCoord; } struct output { float4 color : COLOR; }; struct input { float2 video_size; float2 texture_size; float2 output_size; }; output main_fragment(float2 texCoord : TEXCOORD0, uniform sampler2D decal : TEXUNIT0, uniform input IN) { output OUT; float winHeight = IN.output_size.y; float4 tex_color = tex2D(decal, texCoord); OUT.color = (1.0 - 0.60 * floor(fmod(texCoord.y * winHeight, 2.0))) * tex_color; return OUT; }