gecko-dev/gfx/layers/d3d9/LayerManagerD3D9Shaders.hlsl

111 строки
2.8 KiB
HLSL

float4x4 mLayerTransform;
float4 vRenderTargetOffset;
float4x4 mProjection;
typedef float4 rect;
rect vTextureCoords;
rect vLayerQuad;
texture tex0;
sampler s2D;
sampler s2DWhite;
sampler s2DY;
sampler s2DCb;
sampler s2DCr;
float fLayerOpacity;
float4 fLayerColor;
struct VS_INPUT {
float4 vPosition : POSITION;
};
struct VS_OUTPUT {
float4 vPosition : POSITION;
float2 vTexCoords : TEXCOORD0;
};
VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
{
VS_OUTPUT outp;
outp.vPosition = aVertex.vPosition;
// We use 4 component floats to uniquely describe a rectangle, by the structure
// of x, y, width, height. This allows us to easily generate the 4 corners
// of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
// stream source for our LayerQuad vertex shader. We do this by doing:
// Xout = x + Xin * width
// Yout = y + Yin * height
float2 position = vLayerQuad.xy;
float2 size = vLayerQuad.zw;
outp.vPosition.x = position.x + outp.vPosition.x * size.x;
outp.vPosition.y = position.y + outp.vPosition.y * size.y;
outp.vPosition = mul(mLayerTransform, outp.vPosition);
outp.vPosition = outp.vPosition - vRenderTargetOffset;
// adjust our vertices to match d3d9's pixel coordinate system
// which has pixel centers at integer locations
outp.vPosition.xy -= 0.5;
outp.vPosition = mul(mProjection, outp.vPosition);
position = vTextureCoords.xy;
size = vTextureCoords.zw;
outp.vTexCoords.x = position.x + aVertex.vPosition.x * size.x;
outp.vTexCoords.y = position.y + aVertex.vPosition.y * size.y;
return outp;
}
float4 ComponentPass1Shader(const VS_OUTPUT aVertex) : COLOR
{
float4 src = tex2D(s2D, aVertex.vTexCoords);
float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
alphas.a = alphas.g;
return alphas * fLayerOpacity;
}
float4 ComponentPass2Shader(const VS_OUTPUT aVertex) : COLOR
{
float4 src = tex2D(s2D, aVertex.vTexCoords);
float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
src.a = alphas.g;
return src * fLayerOpacity;
}
float4 RGBAShader(const VS_OUTPUT aVertex) : COLOR
{
return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
}
float4 RGBShader(const VS_OUTPUT aVertex) : COLOR
{
float4 result;
result = tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
result.a = 1.0;
return result;
}
float4 YCbCrShader(const VS_OUTPUT aVertex) : COLOR
{
float4 yuv;
float4 color;
yuv.r = tex2D(s2DCr, aVertex.vTexCoords).r - 0.5;
yuv.g = tex2D(s2DY, aVertex.vTexCoords).r - 0.0625;
yuv.b = tex2D(s2DCb, aVertex.vTexCoords).r - 0.5;
color.r = yuv.g * 1.164 + yuv.r * 1.596;
color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
color.b = yuv.g * 1.164 + yuv.b * 2.018;
color.a = 1.0f;
return color * fLayerOpacity;
}
float4 SolidColorShader(const VS_OUTPUT aVertex) : COLOR
{
return fLayerColor;
}