MATERIAL* shadeall={
effect="
sampler2D g_samSrcColor;
float4 MyShader( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color;
float4 Color2;
Color2 = tex2D(g_samSrcColor, Tex.xy);
if (Color2.r > 0.7f && Color2.g < 0.4f && Color2.b < 0.4f)
{
Color = tex2D(g_samSrcColor, Tex.xy);
}
else
{
Color.a = 1.0f;
Color = tex2D( g_samSrcColor, Tex.xy);
Color.rgb = (Color.r+Color.g+Color.b)/3.0f;
Color.rgb -=0.1f;
}
return Color;
}
technique PostProcess
{
pass p1
{
VertexShader = null;
PixelShader = compile ps_2_0 MyShader();
}
}
";
}
//and in the main:
void main()
{
//...
camera.material = shadeall;