зеркало из https://github.com/mozilla/gecko-dev.git
440 строки
15 KiB
HLSL
440 строки
15 KiB
HLSL
// We store vertex coordinates and the quad shape in a constant buffer, this is
|
|
// easy to update and allows us to use a single call to set the x, y, w, h of
|
|
// the quad.
|
|
// The QuadDesc and TexCoords both work as follows:
|
|
// The x component is the quad left point, the y component is the top point
|
|
// the z component is the width, and the w component is the height. The quad
|
|
// are specified in viewport coordinates, i.e. { -1.0f, 1.0f, 2.0f, -2.0f }
|
|
// would cover the entire viewport (which runs from <-1.0f, 1.0f> left to right
|
|
// and <-1.0f, 1.0f> -bottom- to top. The TexCoords desc is specified in texture
|
|
// space <0, 1.0f> left to right and top to bottom. The input vertices of the
|
|
// shader stage always form a rectangle from {0, 0} - {1, 1}
|
|
cbuffer cb0
|
|
{
|
|
float4 QuadDesc;
|
|
float4 TexCoords;
|
|
float4 MaskTexCoords;
|
|
float4 TextColor;
|
|
}
|
|
|
|
cbuffer cb1
|
|
{
|
|
float4 BlurOffsetsH[3];
|
|
float4 BlurOffsetsV[3];
|
|
float4 BlurWeights[3];
|
|
float4 ShadowColor;
|
|
}
|
|
|
|
cbuffer cb2
|
|
{
|
|
float3x3 DeviceSpaceToUserSpace;
|
|
float2 dimensions;
|
|
// Precalculate as much as we can!
|
|
float3 diff;
|
|
float2 center1;
|
|
float A;
|
|
float radius1;
|
|
float sq_radius1;
|
|
}
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 Position : SV_Position;
|
|
float2 TexCoord : TEXCOORD0;
|
|
float2 MaskTexCoord : TEXCOORD1;
|
|
};
|
|
|
|
struct VS_RADIAL_OUTPUT
|
|
{
|
|
float4 Position : SV_Position;
|
|
float2 MaskTexCoord : TEXCOORD0;
|
|
float2 PixelCoord : TEXCOORD1;
|
|
};
|
|
|
|
struct PS_TEXT_OUTPUT
|
|
{
|
|
float4 color;
|
|
float4 alpha;
|
|
};
|
|
|
|
Texture2D tex;
|
|
Texture2D mask;
|
|
|
|
sampler sSampler = sampler_state {
|
|
Filter = MIN_MAG_MIP_LINEAR;
|
|
Texture = tex;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
};
|
|
|
|
sampler sWrapSampler = sampler_state {
|
|
Filter = MIN_MAG_MIP_LINEAR;
|
|
Texture = tex;
|
|
AddressU = Wrap;
|
|
AddressV = Wrap;
|
|
};
|
|
|
|
sampler sMirrorSampler = sampler_state {
|
|
Filter = MIN_MAG_MIP_LINEAR;
|
|
Texture = tex;
|
|
AddressU = Mirror;
|
|
AddressV = Mirror;
|
|
};
|
|
|
|
sampler sMaskSampler = sampler_state {
|
|
Filter = MIN_MAG_MIP_LINEAR;
|
|
Texture = mask;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
};
|
|
|
|
sampler sShadowSampler = sampler_state {
|
|
Filter = MIN_MAG_MIP_LINEAR;
|
|
Texture = tex;
|
|
AddressU = Border;
|
|
AddressV = Border;
|
|
BorderColor = float4(0, 0, 0, 0);
|
|
};
|
|
|
|
RasterizerState TextureRast
|
|
{
|
|
ScissorEnable = False;
|
|
CullMode = None;
|
|
};
|
|
|
|
BlendState ShadowBlendH
|
|
{
|
|
BlendEnable[0] = False;
|
|
RenderTargetWriteMask[0] = 0xF;
|
|
};
|
|
|
|
BlendState ShadowBlendV
|
|
{
|
|
BlendEnable[0] = True;
|
|
SrcBlend = One;
|
|
DestBlend = Inv_Src_Alpha;
|
|
BlendOp = Add;
|
|
SrcBlendAlpha = One;
|
|
DestBlendAlpha = Inv_Src_Alpha;
|
|
BlendOpAlpha = Add;
|
|
RenderTargetWriteMask[0] = 0xF;
|
|
};
|
|
|
|
BlendState bTextBlend
|
|
{
|
|
AlphaToCoverageEnable = FALSE;
|
|
BlendEnable[0] = TRUE;
|
|
SrcBlend = Src1_Color;
|
|
DestBlend = Inv_Src1_Color;
|
|
BlendOp = Add;
|
|
SrcBlendAlpha = Src1_Alpha;
|
|
DestBlendAlpha = Inv_Src1_Alpha;
|
|
BlendOpAlpha = Add;
|
|
RenderTargetWriteMask[0] = 0x0F; // All
|
|
};
|
|
|
|
VS_OUTPUT SampleTextureVS(float3 pos : POSITION)
|
|
{
|
|
VS_OUTPUT Output;
|
|
Output.Position.w = 1.0f;
|
|
Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
|
|
Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
|
|
Output.Position.z = 0;
|
|
Output.TexCoord.x = pos.x * TexCoords.z + TexCoords.x;
|
|
Output.TexCoord.y = pos.y * TexCoords.w + TexCoords.y;
|
|
Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
|
|
Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
|
|
return Output;
|
|
}
|
|
|
|
VS_RADIAL_OUTPUT SampleRadialVS(float3 pos : POSITION)
|
|
{
|
|
VS_RADIAL_OUTPUT Output;
|
|
Output.Position.w = 1.0f;
|
|
Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
|
|
Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
|
|
Output.Position.z = 0;
|
|
Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
|
|
Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
|
|
|
|
// For the radial gradient pixel shader we need to pass in the pixel's
|
|
// coordinates in user space for the color to be correctly determined.
|
|
|
|
Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions.x;
|
|
Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions.y;
|
|
Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace).xy;
|
|
return Output;
|
|
}
|
|
|
|
float4 SampleTexturePS( VS_OUTPUT In) : SV_Target
|
|
{
|
|
return tex.Sample(sSampler, In.TexCoord);
|
|
};
|
|
|
|
float4 SampleMaskTexturePS( VS_OUTPUT In) : SV_Target
|
|
{
|
|
return tex.Sample(sSampler, In.TexCoord) * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
|
|
};
|
|
|
|
float4 SampleRadialGradientPS(VS_RADIAL_OUTPUT In, uniform sampler aSampler) : SV_Target
|
|
{
|
|
// Radial gradient painting is defined as the set of circles whose centers
|
|
// are described by C(t) = (C2 - C1) * t + C1; with radii
|
|
// R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the
|
|
// quadratic equation that arises when calculating t for pixel (x, y).
|
|
//
|
|
// A more extensive derrivation can be found in the pixman radial gradient
|
|
// code.
|
|
|
|
float2 p = In.PixelCoord;
|
|
float3 dp = float3(p - center1, radius1);
|
|
|
|
// dpx * dcx + dpy * dcy + r * dr
|
|
float B = dot(dp, diff);
|
|
|
|
float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1;
|
|
|
|
float det = pow(B, 2) - A * C;
|
|
|
|
if (det < 0) {
|
|
return float4(0, 0, 0, 0);
|
|
}
|
|
|
|
float sqrt_det = sqrt(abs(det));
|
|
|
|
float2 t = (B + float2(sqrt_det, -sqrt_det)) / A;
|
|
|
|
float2 isValid = step(float2(-radius1, -radius1), t * diff.z);
|
|
|
|
if (max(isValid.x, isValid.y) <= 0) {
|
|
return float4(0, 0, 0, 0);
|
|
}
|
|
|
|
float upper_t = lerp(t.y, t.x, isValid.x);
|
|
|
|
float4 output = tex.Sample(aSampler, float2(upper_t, 0.5));
|
|
// Premultiply
|
|
output.rgb *= output.a;
|
|
// Multiply the output color by the input mask for the operation.
|
|
output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
|
|
return output;
|
|
};
|
|
|
|
float4 SampleRadialGradientA0PS( VS_RADIAL_OUTPUT In, uniform sampler aSampler ) : SV_Target
|
|
{
|
|
// This simpler shader is used for the degenerate case where A is 0,
|
|
// i.e. we're actually solving a linear equation.
|
|
|
|
float2 p = In.PixelCoord;
|
|
float3 dp = float3(p - center1, radius1);
|
|
|
|
// dpx * dcx + dpy * dcy + r * dr
|
|
float B = dot(dp, diff);
|
|
|
|
float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2);
|
|
|
|
float t = 0.5 * C / B;
|
|
|
|
if (-radius1 >= t * diff.z) {
|
|
return float4(0, 0, 0, 0);
|
|
}
|
|
|
|
float4 output = tex.Sample(aSampler, float2(t, 0.5));
|
|
// Premultiply
|
|
output.rgb *= output.a;
|
|
// Multiply the output color by the input mask for the operation.
|
|
output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
|
|
return output;
|
|
};
|
|
|
|
float4 SampleShadowHPS( VS_OUTPUT In) : SV_Target
|
|
{
|
|
float outputStrength = 0;
|
|
|
|
outputStrength += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].x, In.TexCoord.y)).a;
|
|
outputStrength += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].y, In.TexCoord.y)).a;
|
|
outputStrength += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].z, In.TexCoord.y)).a;
|
|
outputStrength += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].w, In.TexCoord.y)).a;
|
|
outputStrength += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].x, In.TexCoord.y)).a;
|
|
outputStrength += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].y, In.TexCoord.y)).a;
|
|
outputStrength += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].z, In.TexCoord.y)).a;
|
|
outputStrength += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].w, In.TexCoord.y)).a;
|
|
outputStrength += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[2].x, In.TexCoord.y)).a;
|
|
|
|
return ShadowColor * outputStrength;
|
|
};
|
|
|
|
float4 SampleShadowVPS( VS_OUTPUT In) : SV_Target
|
|
{
|
|
float4 outputColor = float4(0, 0, 0, 0);
|
|
|
|
outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x));
|
|
outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y));
|
|
outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z));
|
|
outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w));
|
|
outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x));
|
|
outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y));
|
|
outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z));
|
|
outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w));
|
|
outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x));
|
|
|
|
return outputColor;
|
|
};
|
|
|
|
float4 SampleMaskShadowVPS( VS_OUTPUT In) : SV_Target
|
|
{
|
|
float4 outputColor = float4(0, 0, 0, 0);
|
|
|
|
outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x));
|
|
outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y));
|
|
outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z));
|
|
outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w));
|
|
outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x));
|
|
outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y));
|
|
outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z));
|
|
outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w));
|
|
outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x));
|
|
|
|
return outputColor * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
|
|
};
|
|
|
|
PS_TEXT_OUTPUT SampleTextTexturePS( VS_OUTPUT In) : SV_Target
|
|
{
|
|
PS_TEXT_OUTPUT output;
|
|
output.color = float4(TextColor.r, TextColor.g, TextColor.b, 1.0);
|
|
output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a;
|
|
return output;
|
|
};
|
|
|
|
PS_TEXT_OUTPUT SampleTextTexturePSMasked( VS_OUTPUT In) : SV_Target
|
|
{
|
|
PS_TEXT_OUTPUT output;
|
|
|
|
float maskValue = mask.Sample(sMaskSampler, In.MaskTexCoord).a;
|
|
|
|
output.color = float4(TextColor.r, TextColor.g, TextColor.b, 1.0);
|
|
output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a * maskValue;
|
|
|
|
return output;
|
|
};
|
|
|
|
technique10 SampleTexture
|
|
{
|
|
pass P0
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTexturePS()));
|
|
}
|
|
}
|
|
|
|
technique10 SampleRadialGradient
|
|
{
|
|
pass APos
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sSampler )));
|
|
}
|
|
pass A0
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sSampler )));
|
|
}
|
|
pass APosWrap
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sWrapSampler )));
|
|
}
|
|
pass A0Wrap
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sWrapSampler )));
|
|
}
|
|
pass APosMirror
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sMirrorSampler )));
|
|
}
|
|
pass A0Mirror
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sMirrorSampler )));
|
|
}
|
|
}
|
|
|
|
technique10 SampleMaskedTexture
|
|
{
|
|
pass P0
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskTexturePS()));
|
|
}
|
|
}
|
|
|
|
technique10 SampleTextureWithShadow
|
|
{
|
|
// Horizontal pass
|
|
pass P0
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetBlendState(ShadowBlendH, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowHPS()));
|
|
}
|
|
// Vertical pass
|
|
pass P1
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowVPS()));
|
|
}
|
|
// Vertical pass - used when using a mask
|
|
pass P2
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskShadowVPS()));
|
|
}
|
|
}
|
|
|
|
technique10 SampleTextTexture
|
|
{
|
|
pass Unmasked
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePS()));
|
|
}
|
|
pass Masked
|
|
{
|
|
SetRasterizerState(TextureRast);
|
|
SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
|
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
|
|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePSMasked()));
|
|
}
|
|
}
|
|
|