#include "color.effect" uniform float4x4 ViewProj; uniform texture2d image; uniform float multiplier; sampler_state def_sampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertInOut VSDefault(VertInOut vert_in) { VertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PSDrawForMacDrawPen(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); if (rgba.a < 1.0) { rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb); rgba.rgb *= max(1. / rgba.a, 0.); rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); } else { rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); rgba.rgb *= multiplier; } return rgba; } technique DrawForMacDrawPen { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawForMacDrawPen(vert_in); } }