gecko-dev/gfx/layers/d3d11/mlgshaders/blend-ps-generated.hlslh

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float4 BlendMultiplyPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendMultiply(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendScreenPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendScreen(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendOverlayPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendOverlay(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendDarkenPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendDarken(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendLightenPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendLighten(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendColorDodgePS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendColorDodge(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendColorBurnPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendColorBurn(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendHardLightPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= sOpacity;
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendHardLight(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendSoftLightPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendSoftLight(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendDifferencePS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendDifference(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendExclusionPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendExclusion(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendHuePS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendHue(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendSaturationPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendSaturation(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendColorPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendColor(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}
float4 BlendLuminosityPS(const VS_BLEND_OUTPUT aInput) : SV_Target
{
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
discard;
}
float4 backdrop = tBackdrop.Sample(sSampler, aInput.vBackdropCoords);
float4 source = simpleTex.Sample(sSampler, aInput.vTexCoords);
source *= ReadMask(aInput.vMaskCoords);
// Shortcut when the backdrop or source alpha is 0, otherwise we may leak
// infinity into the blend function and return incorrect results.
if (backdrop.a == 0.0) {
return source;
}
if (source.a == 0.0) {
return float4(0, 0, 0, 0);
}
// The spec assumes there is no premultiplied alpha. The backdrop and
// source are both render targets and always premultiplied, so we undo
// that here.
backdrop.rgb /= backdrop.a;
source.rgb /= source.a;
float4 result;
result.rgb = BlendLuminosity(backdrop.rgb, source.rgb);
result.a = source.a;
// Factor backdrop alpha, then premultiply for the final OP_OVER.
result.rgb = (1.0 - backdrop.a) * source.rgb + backdrop.a * result.rgb;
result.rgb *= result.a;
return result;
}