testgpurender_effects: use the grayscale algorithm from BT.709
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@@ -13,7 +13,7 @@ struct PSOutput {
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PSOutput main(PSInput input) {
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PSOutput output;
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float4 color = u_texture.Sample(u_sampler, input.v_uv) * input.v_color;
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float gray = color.r * 0.299 + color.g * 0.587 + color.r * 0.114;
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float gray = color.r * 0.2126 + color.g * 0.7152 + color.r * 0.722;
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output.o_color = float4(gray, gray, gray, color.a);
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return output;
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}
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