The file is written in GLSL
Go down to the bottom and you'll see the main program and where I've made a modification
vec4 color = nearest();
float grayval = 0.21*color.r + .71*color.g + .07*color.b;
gl_FragColor = vec4(0,grayval,0,color.a);
nearest() is a function defined earlier in the file that determines which color of the palette (sampler1D texunit1) to use for the current pixel.
palfx() is the function defined that executes all of the palfx stuff you coded into your character.
gl_FragColor is the variable which the shader returns after the code has finished running. Here I've calculated a weighted average based on the color I was going to use, and instead used that value as the green channel for the final result. I've zeroed out red and blue, and copied the alpha value from the original result.
Posted: August 15, 2013, 12:58:07 am
Unfortunately mugen currently does not employ the use of a full screen shader. This means that messing with the vertex shader is pretty much off-limits.
File is embarassingly small so indexed.vert is in its entirety here
vec4 foo = gl_Vertex;
foo.x *= .5;
foo.y *= .5;
gl_TexCoord = gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * foo;