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https://github.com/mozilla/gecko-dev.git
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440 lines
15 KiB
HLSL
440 lines
15 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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float4 MaskTexCoords;
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float4 TextColor;
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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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cbuffer cb2
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{
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float3x3 DeviceSpaceToUserSpace;
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float2 dimensions;
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// Precalculate as much as we can!
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float3 diff;
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float2 center1;
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float A;
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float radius1;
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float sq_radius1;
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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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float2 MaskTexCoord : TEXCOORD1;
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};
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struct VS_RADIAL_OUTPUT
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{
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float4 Position : SV_Position;
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float2 MaskTexCoord : TEXCOORD0;
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float2 PixelCoord : TEXCOORD1;
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};
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struct PS_TEXT_OUTPUT
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{
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float4 color;
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float4 alpha;
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};
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Texture2D tex;
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Texture2D mask;
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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 sWrapSampler = sampler_state {
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Filter = MIN_MAG_MIP_LINEAR;
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Texture = tex;
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AddressU = Wrap;
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AddressV = Wrap;
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};
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sampler sMirrorSampler = sampler_state {
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Filter = MIN_MAG_MIP_LINEAR;
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Texture = tex;
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AddressU = Mirror;
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AddressV = Mirror;
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};
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sampler sMaskSampler = sampler_state {
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Filter = MIN_MAG_MIP_LINEAR;
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Texture = mask;
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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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BlendState bTextBlend
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{
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AlphaToCoverageEnable = FALSE;
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BlendEnable[0] = TRUE;
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SrcBlend = Src1_Color;
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DestBlend = Inv_Src1_Color;
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BlendOp = Add;
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SrcBlendAlpha = Src1_Alpha;
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DestBlendAlpha = Inv_Src1_Alpha;
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BlendOpAlpha = Add;
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RenderTargetWriteMask[0] = 0x0F; // All
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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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Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
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Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
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return Output;
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}
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VS_RADIAL_OUTPUT SampleRadialVS(float3 pos : POSITION)
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{
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VS_RADIAL_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.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
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Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
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// For the radial gradient pixel shader we need to pass in the pixel's
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// coordinates in user space for the color to be correctly determined.
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Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions.x;
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Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions.y;
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Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace).xy;
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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 SampleMaskTexturePS( VS_OUTPUT In) : SV_Target
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{
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return tex.Sample(sSampler, In.TexCoord) * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
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};
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float4 SampleRadialGradientPS(VS_RADIAL_OUTPUT In, uniform sampler aSampler) : SV_Target
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{
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// Radial gradient painting is defined as the set of circles whose centers
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// are described by C(t) = (C2 - C1) * t + C1; with radii
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// R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the
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// quadratic equation that arises when calculating t for pixel (x, y).
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//
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// A more extensive derrivation can be found in the pixman radial gradient
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// code.
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float2 p = In.PixelCoord;
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float3 dp = float3(p - center1, radius1);
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// dpx * dcx + dpy * dcy + r * dr
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float B = dot(dp, diff);
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float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1;
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float det = pow(B, 2) - A * C;
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if (det < 0) {
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return float4(0, 0, 0, 0);
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}
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float sqrt_det = sqrt(abs(det));
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float2 t = (B + float2(sqrt_det, -sqrt_det)) / A;
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float2 isValid = step(float2(-radius1, -radius1), t * diff.z);
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if (max(isValid.x, isValid.y) <= 0) {
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return float4(0, 0, 0, 0);
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}
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float upper_t = lerp(t.y, t.x, isValid.x);
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float4 output = tex.Sample(aSampler, float2(upper_t, 0.5));
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// Premultiply
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output.rgb *= output.a;
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// Multiply the output color by the input mask for the operation.
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output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
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return output;
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};
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float4 SampleRadialGradientA0PS( VS_RADIAL_OUTPUT In, uniform sampler aSampler ) : SV_Target
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{
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// This simpler shader is used for the degenerate case where A is 0,
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// i.e. we're actually solving a linear equation.
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float2 p = In.PixelCoord;
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float3 dp = float3(p - center1, radius1);
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// dpx * dcx + dpy * dcy + r * dr
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float B = dot(dp, diff);
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float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2);
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float t = 0.5 * C / B;
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if (-radius1 >= t * diff.z) {
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return float4(0, 0, 0, 0);
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}
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float4 output = tex.Sample(aSampler, float2(t, 0.5));
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// Premultiply
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output.rgb *= output.a;
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// Multiply the output color by the input mask for the operation.
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output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
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return output;
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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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float4 SampleMaskShadowVPS( 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 * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
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};
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PS_TEXT_OUTPUT SampleTextTexturePS( VS_OUTPUT In) : SV_Target
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{
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PS_TEXT_OUTPUT output;
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output.color = TextColor;
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output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a;
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return output;
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};
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PS_TEXT_OUTPUT SampleTextTexturePSMasked( VS_OUTPUT In) : SV_Target
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{
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PS_TEXT_OUTPUT output;
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float maskValue = mask.Sample(sMaskSampler, In.MaskTexCoord).a;
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output.color = TextColor * maskValue;
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output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a * maskValue;
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return output;
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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 SampleRadialGradient
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{
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pass APos
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sSampler )));
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}
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pass A0
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sSampler )));
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}
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pass APosWrap
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sWrapSampler )));
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}
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pass A0Wrap
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sWrapSampler )));
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}
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pass APosMirror
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sMirrorSampler )));
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}
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pass A0Mirror
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{
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SetRasterizerState(TextureRast);
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sMirrorSampler )));
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}
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}
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technique10 SampleMaskedTexture
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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, SampleMaskTexturePS()));
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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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// Vertical pass - used when using a mask
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pass P2
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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, SampleMaskShadowVPS()));
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}
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}
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technique10 SampleTextTexture
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{
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pass Unmasked
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{
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SetRasterizerState(TextureRast);
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SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 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, SampleTextTexturePS()));
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}
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pass Masked
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{
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SetRasterizerState(TextureRast);
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SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
|
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SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
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|
SetGeometryShader(NULL);
|
|
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePSMasked()));
|
|
}
|
|
}
|
|
|