зеркало из https://github.com/mozilla/gecko-dev.git
46 строки
1.4 KiB
HLSL
46 строки
1.4 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.hlsl"
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#include "common-ps.hlsl"
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#include "textured-common.hlsl"
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Texture2D texOnBlack : register(ps, t0);
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Texture2D texOnWhite : register(ps, t1);
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struct PS_OUTPUT {
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float4 vSrc;
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float4 vAlpha;
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};
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PS_OUTPUT ComponentAlphaQuadPS(const VS_SAMPLEOUTPUT_CLIPPED aInput) : SV_Target
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{
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PS_OUTPUT result;
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result.vSrc = texOnBlack.Sample(sSampler, aInput.vTexCoords);
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result.vAlpha = 1.0 - texOnWhite.Sample(sSampler, aInput.vTexCoords) + result.vSrc;
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result.vSrc.a = result.vAlpha.g;
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result.vSrc *= sOpacity;
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result.vAlpha *= sOpacity;
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return result;
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}
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PS_OUTPUT ComponentAlphaVertexPS(const VS_SAMPLEOUTPUT aInput) : SV_Target
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{
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PS_OUTPUT result;
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if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
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result.vSrc = float4(0, 0, 0, 0);
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result.vAlpha = float4(0, 0, 0, 0);
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return result;
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}
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float alpha = ReadMask(aInput.vMaskCoords);
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result.vSrc = texOnBlack.Sample(sSampler, aInput.vTexCoords);
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result.vAlpha = 1.0 - texOnWhite.Sample(sSampler, aInput.vTexCoords) + result.vSrc;
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result.vSrc.a = result.vAlpha.g;
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result.vSrc *= alpha;
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result.vAlpha *= alpha;
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return result;
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}
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