gecko-dev/gfx/layers/d3d11/mlgshaders/common-ps.hlsl

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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.hlsl"
sampler sSampler : register(ps, s0);
sampler sMaskSampler : register(ps, s1);
Texture2D tMaskTexture : register(ps, t4);
cbuffer MaskInformation : register(b0)
{
float sOpacity : packoffset(c0.x);
uint sHasMask : packoffset(c0.y);
};
float2 MaskCoordsToUV(float3 aMaskCoords)
{
return aMaskCoords.xy / aMaskCoords.z;
}
float ReadMaskWithOpacity(float3 aMaskCoords, float aOpacity)
{
if (!sHasMask) {
return aOpacity;
}
float2 uv = MaskCoordsToUV(aMaskCoords);
float r = tMaskTexture.Sample(sMaskSampler, uv).r;
return min(aOpacity, r);
}
float ReadMask(float3 aMaskCoords)
{
return ReadMaskWithOpacity(aMaskCoords, sOpacity);
}