gecko-dev/gfx/2d/ShadersD2D.fx

337 строки
12 KiB
HLSL

// We store vertex coordinates and the quad shape in a constant buffer, this is
// easy to update and allows us to use a single call to set the x, y, w, h of
// the quad.
// The QuadDesc and TexCoords both work as follows:
// The x component is the quad left point, the y component is the top point
// the z component is the width, and the w component is the height. The quad
// are specified in viewport coordinates, i.e. { -1.0f, 1.0f, 2.0f, -2.0f }
// would cover the entire viewport (which runs from <-1.0f, 1.0f> left to right
// and <-1.0f, 1.0f> -bottom- to top. The TexCoords desc is specified in texture
// space <0, 1.0f> left to right and top to bottom. The input vertices of the
// shader stage always form a rectangle from {0, 0} - {1, 1}
cbuffer cb0
{
float4 QuadDesc;
float4 TexCoords;
float4 MaskTexCoords;
}
cbuffer cb1
{
float4 BlurOffsetsH[3];
float4 BlurOffsetsV[3];
float4 BlurWeights[3];
float4 ShadowColor;
}
cbuffer cb2
{
float3x3 DeviceSpaceToUserSpace;
float2 dimensions;
// Precalculate as much as we can!
float3 diff;
float2 center1;
float A;
float radius1;
float sq_radius1;
}
struct VS_OUTPUT
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float2 MaskTexCoord : TEXCOORD1;
};
struct VS_RADIAL_OUTPUT
{
float4 Position : SV_Position;
float2 MaskTexCoord : TEXCOORD0;
float2 PixelCoord : TEXCOORD1;
};
Texture2D tex;
Texture2D mask;
sampler sSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = tex;
AddressU = Clamp;
AddressV = Clamp;
};
sampler sMaskSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = mask;
AddressU = Clamp;
AddressV = Clamp;
};
sampler sShadowSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = tex;
AddressU = Border;
AddressV = Border;
BorderColor = float4(0, 0, 0, 0);
};
RasterizerState TextureRast
{
ScissorEnable = False;
CullMode = None;
};
BlendState ShadowBlendH
{
BlendEnable[0] = False;
RenderTargetWriteMask[0] = 0xF;
};
BlendState ShadowBlendV
{
BlendEnable[0] = True;
SrcBlend = One;
DestBlend = Inv_Src_Alpha;
BlendOp = Add;
SrcBlendAlpha = One;
DestBlendAlpha = Inv_Src_Alpha;
BlendOpAlpha = Add;
RenderTargetWriteMask[0] = 0xF;
};
VS_OUTPUT SampleTextureVS(float3 pos : POSITION)
{
VS_OUTPUT Output;
Output.Position.w = 1.0f;
Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
Output.Position.z = 0;
Output.TexCoord.x = pos.x * TexCoords.z + TexCoords.x;
Output.TexCoord.y = pos.y * TexCoords.w + TexCoords.y;
Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
return Output;
}
VS_RADIAL_OUTPUT SampleRadialVS(float3 pos : POSITION)
{
VS_RADIAL_OUTPUT Output;
Output.Position.w = 1.0f;
Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
Output.Position.z = 0;
Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
// For the radial gradient pixel shader we need to pass in the pixel's
// coordinates in user space for the color to be correctly determined.
Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions.x;
Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions.y;
Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace).xy;
return Output;
}
float4 SampleTexturePS( VS_OUTPUT In) : SV_Target
{
return tex.Sample(sSampler, In.TexCoord);
};
float4 SampleMaskTexturePS( VS_OUTPUT In) : SV_Target
{
return tex.Sample(sSampler, In.TexCoord) * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
};
float4 SampleRadialGradientPS( VS_RADIAL_OUTPUT In) : SV_Target
{
// Radial gradient painting is defined as the set of circles whose centers
// are described by C(t) = (C2 - C1) * t + C1; with radii
// R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the
// quadratic equation that arises when calculating t for pixel (x, y).
//
// A more extensive derrivation can be found in the pixman radial gradient
// code.
float2 p = In.PixelCoord;
float3 dp = float3(p - center1, radius1);
// dpx * dcx + dpy * dcy + r * dr
float B = dot(dp, diff);
float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1;
float det = pow(B, 2) - A * C;
if (det < 0) {
return float4(0, 0, 0, 0);
}
float sqrt_det = sqrt(abs(det));
float2 t = (B + float2(sqrt_det, -sqrt_det)) / A;
float2 isValid = step(float2(-radius1, -radius1), t * diff.z);
if (max(isValid.x, isValid.y) <= 0) {
return float4(0, 0, 0, 0);
}
float upper_t = lerp(t.y, t.x, isValid.x);
float4 output = tex.Sample(sSampler, float2(upper_t, 0.5));
// Premultiply
output.rgb *= output.a;
// Multiply the output color by the input mask for the operation.
output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
return output;
};
float4 SampleRadialGradientA0PS( VS_RADIAL_OUTPUT In) : SV_Target
{
// This simpler shader is used for the degenerate case where A is 0,
// i.e. we're actually solving a linear equation.
float2 p = In.PixelCoord;
float3 dp = float3(p - center1, radius1);
// dpx * dcx + dpy * dcy + r * dr
float B = dot(dp, diff);
float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2);
float t = 0.5 * C / B;
if (-radius1 >= t * diff.z) {
return float4(0, 0, 0, 0);
}
float4 output = tex.Sample(sSampler, float2(t, 0.5));
// Premultiply
output.rgb *= output.a;
// Multiply the output color by the input mask for the operation.
output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
return output;
};
float4 SampleShadowHPS( VS_OUTPUT In) : SV_Target
{
float outputStrength = 0;
outputStrength += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].x, In.TexCoord.y)).a;
outputStrength += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].y, In.TexCoord.y)).a;
outputStrength += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].z, In.TexCoord.y)).a;
outputStrength += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].w, In.TexCoord.y)).a;
outputStrength += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].x, In.TexCoord.y)).a;
outputStrength += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].y, In.TexCoord.y)).a;
outputStrength += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].z, In.TexCoord.y)).a;
outputStrength += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].w, In.TexCoord.y)).a;
outputStrength += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[2].x, In.TexCoord.y)).a;
return ShadowColor * outputStrength;
};
float4 SampleShadowVPS( VS_OUTPUT In) : SV_Target
{
float4 outputColor = float4(0, 0, 0, 0);
outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x));
outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y));
outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z));
outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w));
outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x));
outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y));
outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z));
outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w));
outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x));
return outputColor;
};
float4 SampleMaskShadowVPS( VS_OUTPUT In) : SV_Target
{
float4 outputColor = float4(0, 0, 0, 0);
outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x));
outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y));
outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z));
outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w));
outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x));
outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y));
outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z));
outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w));
outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x));
return outputColor * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
};
technique10 SampleTexture
{
pass P0
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTexturePS()));
}
}
technique10 SampleRadialGradient
{
pass P0
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS()));
}
pass P1
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS()));
}
}
technique10 SampleMaskedTexture
{
pass P0
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskTexturePS()));
}
}
technique10 SampleTextureWithShadow
{
// Horizontal pass
pass P0
{
SetRasterizerState(TextureRast);
SetBlendState(ShadowBlendH, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowHPS()));
}
// Vertical pass
pass P1
{
SetRasterizerState(TextureRast);
SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowVPS()));
}
// Vertical pass - used when using a mask
pass P2
{
SetRasterizerState(TextureRast);
SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskShadowVPS()));
}
}