зеркало из https://github.com/mozilla/gecko-dev.git
53 строки
1.5 KiB
HLSL
53 строки
1.5 KiB
HLSL
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "common-vs.hlsl"
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#include "blend-common.hlsl"
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#include "textured-common.hlsl"
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cbuffer BlendConstants : register(b4)
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{
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float4x4 mBackdropTransform;
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}
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float2 BackdropPosition(float4 aPosition)
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{
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// Move the position from clip space (-1,1) into 0..1 space.
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float2 pos;
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pos.x = (aPosition.x + 1.0) / 2.0;
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pos.y = 1.0 - (aPosition.y + 1.0) / 2.0;
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return mul(mBackdropTransform, float4(pos.xy, 0, 1.0)).xy;
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}
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VS_BLEND_OUTPUT BlendImpl(const VertexInfo aInfo, float2 aTexCoord)
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{
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VS_BLEND_OUTPUT output;
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output.vPosition = aInfo.worldPos;
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output.vTexCoords = aTexCoord;
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output.vBackdropCoords = BackdropPosition(output.vPosition);
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output.vLocalPos = aInfo.screenPos;
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output.vClipRect = aInfo.clipRect;
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output.vMaskCoords = aInfo.maskCoords;
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return output;
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}
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VS_BLEND_OUTPUT BlendVertexVS(const VS_TEXTUREDVERTEX aVertex)
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{
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float2 layerPos = UnitTriangleToPos(
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aVertex.vUnitPos,
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aVertex.vPos1,
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aVertex.vPos2,
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aVertex.vPos3);
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float2 texCoord = UnitTriangleToPos(
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aVertex.vUnitPos,
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aVertex.vTexCoord1,
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aVertex.vTexCoord2,
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aVertex.vTexCoord3);
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VertexInfo info = ComputePosition(layerPos, aVertex.vLayerId, aVertex.vDepth);
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return BlendImpl(info, texCoord);
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}
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