mirror of
https://github.com/mozilla/gecko-dev.git
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278 lines
8.3 KiB
HLSL
278 lines
8.3 KiB
HLSL
float4x4 mLayerTransform;
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float4 vRenderTargetOffset;
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float4x4 mProjection;
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typedef float4 rect;
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rect vTextureCoords;
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rect vLayerQuad;
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rect vMaskQuad;
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texture tex0;
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sampler s2D;
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sampler s2DWhite;
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sampler s2DY;
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sampler s2DCb;
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sampler s2DCr;
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sampler s2DMask;
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float fLayerOpacity;
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float4 fLayerColor;
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struct VS_INPUT {
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float4 vPosition : POSITION;
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};
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struct VS_OUTPUT {
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float4 vPosition : POSITION;
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float2 vTexCoords : TEXCOORD0;
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};
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struct VS_OUTPUT_MASK {
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float4 vPosition : POSITION;
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float2 vTexCoords : TEXCOORD0;
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float2 vMaskCoords : TEXCOORD1;
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};
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struct VS_OUTPUT_MASK_3D {
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float4 vPosition : POSITION;
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float2 vTexCoords : TEXCOORD0;
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float3 vMaskCoords : TEXCOORD1;
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};
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VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
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{
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VS_OUTPUT outp;
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outp.vPosition = aVertex.vPosition;
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// We use 4 component floats to uniquely describe a rectangle, by the structure
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// of x, y, width, height. This allows us to easily generate the 4 corners
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// of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
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// stream source for our LayerQuad vertex shader. We do this by doing:
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// Xout = x + Xin * width
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// Yout = y + Yin * height
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float2 position = vLayerQuad.xy;
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float2 size = vLayerQuad.zw;
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outp.vPosition.x = position.x + outp.vPosition.x * size.x;
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outp.vPosition.y = position.y + outp.vPosition.y * size.y;
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outp.vPosition = mul(mLayerTransform, outp.vPosition);
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outp.vPosition.xyz /= outp.vPosition.w;
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outp.vPosition = outp.vPosition - vRenderTargetOffset;
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outp.vPosition.xyz *= outp.vPosition.w;
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// adjust our vertices to match d3d9's pixel coordinate system
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// which has pixel centers at integer locations
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outp.vPosition.xy -= 0.5;
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outp.vPosition = mul(mProjection, outp.vPosition);
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position = vTextureCoords.xy;
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size = vTextureCoords.zw;
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outp.vTexCoords.x = position.x + aVertex.vPosition.x * size.x;
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outp.vTexCoords.y = position.y + aVertex.vPosition.y * size.y;
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return outp;
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}
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VS_OUTPUT_MASK LayerQuadVSMask(const VS_INPUT aVertex)
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{
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VS_OUTPUT_MASK outp;
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float4 position = float4(0, 0, 0, 1);
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// We use 4 component floats to uniquely describe a rectangle, by the structure
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// of x, y, width, height. This allows us to easily generate the 4 corners
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// of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
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// stream source for our LayerQuad vertex shader. We do this by doing:
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// Xout = x + Xin * width
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// Yout = y + Yin * height
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float2 size = vLayerQuad.zw;
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position.x = vLayerQuad.x + aVertex.vPosition.x * size.x;
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position.y = vLayerQuad.y + aVertex.vPosition.y * size.y;
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position = mul(mLayerTransform, position);
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outp.vPosition.w = position.w;
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outp.vPosition.xyz = position.xyz / position.w;
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outp.vPosition = outp.vPosition - vRenderTargetOffset;
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outp.vPosition.xyz *= outp.vPosition.w;
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// adjust our vertices to match d3d9's pixel coordinate system
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// which has pixel centers at integer locations
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outp.vPosition.xy -= 0.5;
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outp.vPosition = mul(mProjection, outp.vPosition);
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// calculate the position on the mask texture
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outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
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outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
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size = vTextureCoords.zw;
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outp.vTexCoords.x = vTextureCoords.x + aVertex.vPosition.x * size.x;
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outp.vTexCoords.y = vTextureCoords.y + aVertex.vPosition.y * size.y;
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return outp;
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}
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VS_OUTPUT_MASK_3D LayerQuadVSMask3D(const VS_INPUT aVertex)
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{
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VS_OUTPUT_MASK_3D outp;
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float4 position = float4(0, 0, 0, 1);
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// We use 4 component floats to uniquely describe a rectangle, by the structure
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// of x, y, width, height. This allows us to easily generate the 4 corners
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// of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
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// stream source for our LayerQuad vertex shader. We do this by doing:
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// Xout = x + Xin * width
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// Yout = y + Yin * height
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float2 size = vLayerQuad.zw;
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position.x = vLayerQuad.x + aVertex.vPosition.x * size.x;
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position.y = vLayerQuad.y + aVertex.vPosition.y * size.y;
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position = mul(mLayerTransform, position);
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outp.vPosition.w = position.w;
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outp.vPosition.xyz = position.xyz / position.w;
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outp.vPosition = outp.vPosition - vRenderTargetOffset;
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outp.vPosition.xyz *= outp.vPosition.w;
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// adjust our vertices to match d3d9's pixel coordinate system
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// which has pixel centers at integer locations
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outp.vPosition.xy -= 0.5;
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outp.vPosition = mul(mProjection, outp.vPosition);
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// calculate the position on the mask texture
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position.xyz /= position.w;
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outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
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outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
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// correct for perspective correct interpolation, see comment in D3D10 shader
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outp.vMaskCoords.z = 1;
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outp.vMaskCoords *= position.w;
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size = vTextureCoords.zw;
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outp.vTexCoords.x = vTextureCoords.x + aVertex.vPosition.x * size.x;
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outp.vTexCoords.y = vTextureCoords.y + aVertex.vPosition.y * size.y;
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return outp;
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}
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float4 ComponentPass1Shader(const VS_OUTPUT aVertex) : COLOR
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{
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float4 src = tex2D(s2D, aVertex.vTexCoords);
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float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
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alphas.a = alphas.g;
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return alphas * fLayerOpacity;
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}
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float4 ComponentPass2Shader(const VS_OUTPUT aVertex) : COLOR
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{
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float4 src = tex2D(s2D, aVertex.vTexCoords);
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float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
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src.a = alphas.g;
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return src * fLayerOpacity;
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}
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float4 RGBAShader(const VS_OUTPUT aVertex) : COLOR
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{
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return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 RGBShader(const VS_OUTPUT aVertex) : COLOR
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{
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float4 result;
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result = tex2D(s2D, aVertex.vTexCoords);
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result.a = 1.0;
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return result * fLayerOpacity;
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}
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float4 YCbCrShader(const VS_OUTPUT aVertex) : COLOR
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{
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float4 yuv;
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float4 color;
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yuv.r = tex2D(s2DCr, aVertex.vTexCoords).a - 0.5;
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yuv.g = tex2D(s2DY, aVertex.vTexCoords).a - 0.0625;
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yuv.b = tex2D(s2DCb, aVertex.vTexCoords).a - 0.5;
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color.r = yuv.g * 1.164 + yuv.r * 1.596;
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color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
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color.b = yuv.g * 1.164 + yuv.b * 2.018;
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color.a = 1.0f;
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return color * fLayerOpacity;
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}
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float4 SolidColorShader(const VS_OUTPUT aVertex) : COLOR
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{
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return fLayerColor;
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}
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float4 ComponentPass1ShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
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{
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float4 src = tex2D(s2D, aVertex.vTexCoords);
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float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
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alphas.a = alphas.g;
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tex2D(s2DMask, maskCoords).a;
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return alphas * fLayerOpacity * mask;
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}
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float4 ComponentPass2ShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
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{
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float4 src = tex2D(s2D, aVertex.vTexCoords);
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float4 alphas = 1.0 - tex2D(s2DWhite, aVertex.vTexCoords) + src;
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src.a = alphas.g;
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tex2D(s2DMask, maskCoords).a;
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return src * fLayerOpacity * mask;
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}
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float4 RGBAShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
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{
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tex2D(s2DMask, maskCoords).a;
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return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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float4 RGBAShaderMask3D(const VS_OUTPUT_MASK_3D aVertex) : COLOR
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{
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float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
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float mask = tex2D(s2DMask, maskCoords).a;
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return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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float4 RGBShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
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{
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float4 result;
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result = tex2D(s2D, aVertex.vTexCoords);
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result.a = 1.0;
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tex2D(s2DMask, maskCoords).a;
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return result * fLayerOpacity * mask;
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}
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float4 YCbCrShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
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{
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float4 yuv;
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float4 color;
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yuv.r = tex2D(s2DCr, aVertex.vTexCoords).a - 0.5;
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yuv.g = tex2D(s2DY, aVertex.vTexCoords).a - 0.0625;
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yuv.b = tex2D(s2DCb, aVertex.vTexCoords).a - 0.5;
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color.r = yuv.g * 1.164 + yuv.r * 1.596;
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color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
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color.b = yuv.g * 1.164 + yuv.b * 2.018;
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color.a = 1.0f;
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tex2D(s2DMask, maskCoords).a;
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return color * fLayerOpacity * mask;
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}
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float4 SolidColorShaderMask(const VS_OUTPUT_MASK aVertex) : COLOR
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{
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tex2D(s2DMask, maskCoords).a;
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return fLayerColor * mask;
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}
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