pjs/gfx/2d/ShadersD2D.fx

156 строки
5.7 KiB
HLSL
Исходник Обычный вид История

// 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;
}
cbuffer cb1
{
float4 BlurOffsetsH[3];
float4 BlurOffsetsV[3];
float4 BlurWeights[3];
float4 ShadowColor;
}
struct VS_OUTPUT
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
};
Texture2D tex;
sampler sSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = tex;
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;
};
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;
return Output;
}
float4 SampleTexturePS( VS_OUTPUT In) : SV_Target
{
return tex.Sample(sSampler, In.TexCoord);
};
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;
};
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 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()));
}
}