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189472e8c9
--HG-- rename : gfx/src/BaseMargin.h => gfx/2d/BaseMargin.h rename : gfx/src/BasePoint.h => gfx/2d/BasePoint.h rename : gfx/src/BaseRect.h => gfx/2d/BaseRect.h rename : gfx/src/BaseSize.h => gfx/2d/BaseSize.h
156 lines
5.7 KiB
HLSL
156 lines
5.7 KiB
HLSL
// We store vertex coordinates and the quad shape in a constant buffer, this is
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// easy to update and allows us to use a single call to set the x, y, w, h of
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// the quad.
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// The QuadDesc and TexCoords both work as follows:
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// The x component is the quad left point, the y component is the top point
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// the z component is the width, and the w component is the height. The quad
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// are specified in viewport coordinates, i.e. { -1.0f, 1.0f, 2.0f, -2.0f }
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// would cover the entire viewport (which runs from <-1.0f, 1.0f> left to right
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// and <-1.0f, 1.0f> -bottom- to top. The TexCoords desc is specified in texture
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// space <0, 1.0f> left to right and top to bottom. The input vertices of the
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// shader stage always form a rectangle from {0, 0} - {1, 1}
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cbuffer cb0
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{
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float4 QuadDesc;
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float4 TexCoords;
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}
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cbuffer cb1
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{
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float4 BlurOffsetsH[3];
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float4 BlurOffsetsV[3];
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float4 BlurWeights[3];
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float4 ShadowColor;
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}
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struct VS_OUTPUT
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{
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD0;
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};
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Texture2D tex;
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sampler sSampler = sampler_state {
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Filter = MIN_MAG_MIP_LINEAR;
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Texture = tex;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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sampler sShadowSampler = sampler_state {
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Filter = MIN_MAG_MIP_LINEAR;
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Texture = tex;
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AddressU = Border;
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AddressV = Border;
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BorderColor = float4(0, 0, 0, 0);
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};
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RasterizerState TextureRast
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{
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ScissorEnable = False;
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CullMode = None;
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};
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BlendState ShadowBlendH
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{
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BlendEnable[0] = False;
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RenderTargetWriteMask[0] = 0xF;
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};
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BlendState ShadowBlendV
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{
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BlendEnable[0] = True;
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SrcBlend = One;
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DestBlend = Inv_Src_Alpha;
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BlendOp = Add;
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SrcBlendAlpha = One;
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DestBlendAlpha = Inv_Src_Alpha;
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BlendOpAlpha = Add;
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RenderTargetWriteMask[0] = 0xF;
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};
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VS_OUTPUT SampleTextureVS(float3 pos : POSITION)
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{
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VS_OUTPUT Output;
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Output.Position.w = 1.0f;
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Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
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Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
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Output.Position.z = 0;
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Output.TexCoord.x = pos.x * TexCoords.z + TexCoords.x;
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Output.TexCoord.y = pos.y * TexCoords.w + TexCoords.y;
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return Output;
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}
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float4 SampleTexturePS( VS_OUTPUT In) : SV_Target
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{
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return tex.Sample(sSampler, In.TexCoord);
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};
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float4 SampleShadowHPS( VS_OUTPUT In) : SV_Target
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{
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float outputStrength = 0;
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outputStrength += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].x, In.TexCoord.y)).a;
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outputStrength += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].y, In.TexCoord.y)).a;
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outputStrength += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].z, In.TexCoord.y)).a;
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outputStrength += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].w, In.TexCoord.y)).a;
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outputStrength += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].x, In.TexCoord.y)).a;
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outputStrength += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].y, In.TexCoord.y)).a;
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outputStrength += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].z, In.TexCoord.y)).a;
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outputStrength += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].w, In.TexCoord.y)).a;
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outputStrength += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[2].x, In.TexCoord.y)).a;
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return ShadowColor * outputStrength;
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};
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float4 SampleShadowVPS( VS_OUTPUT In) : SV_Target
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{
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float4 outputColor = float4(0, 0, 0, 0);
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outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x));
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outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y));
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outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z));
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outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w));
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outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x));
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outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y));
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outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z));
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outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w));
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outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x));
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return outputColor;
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};
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technique10 SampleTexture
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{
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pass P0
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTexturePS()));
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}
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}
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technique10 SampleTextureWithShadow
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{
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// Horizontal pass
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pass P0
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{
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SetRasterizerState(TextureRast);
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SetBlendState(ShadowBlendH, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowHPS()));
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}
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// Vertical pass
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pass P1
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{
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SetRasterizerState(TextureRast);
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SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowVPS()));
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}
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} |