gecko-dev/gfx/layers/d3d11/mlgshaders/blend-vs.hlsl

53 строки
1.5 KiB
HLSL

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