gecko-dev/gfx/layers/d3d11/mlgshaders/textured-vs.hlsl

50 lines
1.4 KiB
HLSL

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "common-vs.hlsl"
#include "textured-common.hlsl"
VS_SAMPLEOUTPUT TexturedQuadImpl(const VertexInfo aInfo, const float2 aTexCoord)
{
VS_SAMPLEOUTPUT output;
output.vPosition = aInfo.worldPos;
output.vTexCoords = aTexCoord;
output.vLocalPos = aInfo.screenPos;
output.vClipRect = aInfo.clipRect;
output.vMaskCoords = aInfo.maskCoords;
return output;
}
VS_SAMPLEOUTPUT_CLIPPED TexturedQuadVS(const VS_TEXTUREDINPUT aVertex)
{
float4 worldPos = ComputeClippedPosition(
aVertex.vPos,
aVertex.vRect,
aVertex.vLayerId,
aVertex.vDepth);
VS_SAMPLEOUTPUT_CLIPPED output;
output.vPosition = worldPos;
output.vTexCoords = UnitQuadToRect(aVertex.vPos, aVertex.vTexRect);
return output;
}
VS_SAMPLEOUTPUT TexturedVertexVS(const VS_TEXTUREDVERTEX aVertex)
{
float2 layerPos = UnitTriangleToPos(
aVertex.vUnitPos,
aVertex.vPos1,
aVertex.vPos2,
aVertex.vPos3);
float2 texCoord = UnitTriangleToPos(
aVertex.vUnitPos,
aVertex.vTexCoord1,
aVertex.vTexCoord2,
aVertex.vTexCoord3);
VertexInfo info = ComputePosition(layerPos, aVertex.vLayerId, aVertex.vDepth);
return TexturedQuadImpl(info, texCoord);
}