gecko-dev/gfx/layers/d3d11/mlgshaders/component-alpha-ps.hlsl

46 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.hlsl"
#include "common-ps.hlsl"
#include "textured-common.hlsl"
Texture2D texOnBlack : register(ps, t0);
Texture2D texOnWhite : register(ps, t1);
struct PS_OUTPUT {
float4 vSrc;
float4 vAlpha;
};
PS_OUTPUT ComponentAlphaQuadPS(const VS_SAMPLEOUTPUT_CLIPPED aInput) : SV_Target
{
PS_OUTPUT result;
result.vSrc = texOnBlack.Sample(sSampler, aInput.vTexCoords);
result.vAlpha = 1.0 - texOnWhite.Sample(sSampler, aInput.vTexCoords) + result.vSrc;
result.vSrc.a = result.vAlpha.g;
result.vSrc *= sOpacity;
result.vAlpha *= sOpacity;
return result;
}
PS_OUTPUT ComponentAlphaVertexPS(const VS_SAMPLEOUTPUT aInput) : SV_Target
{
PS_OUTPUT result;
if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) {
result.vSrc = float4(0, 0, 0, 0);
result.vAlpha = float4(0, 0, 0, 0);
return result;
}
float alpha = ReadMask(aInput.vMaskCoords);
result.vSrc = texOnBlack.Sample(sSampler, aInput.vTexCoords);
result.vAlpha = 1.0 - texOnWhite.Sample(sSampler, aInput.vTexCoords) + result.vSrc;
result.vSrc.a = result.vAlpha.g;
result.vSrc *= alpha;
result.vAlpha *= alpha;
return result;
}