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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/layers/d3d11/mlgshaders/textured-ps.hlsl | |
parent | Initial commit. (diff) | |
download | firefox-upstream.tar.xz firefox-upstream.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/layers/d3d11/mlgshaders/textured-ps.hlsl')
-rw-r--r-- | gfx/layers/d3d11/mlgshaders/textured-ps.hlsl | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/mlgshaders/textured-ps.hlsl b/gfx/layers/d3d11/mlgshaders/textured-ps.hlsl new file mode 100644 index 0000000000..e00f6cbc44 --- /dev/null +++ b/gfx/layers/d3d11/mlgshaders/textured-ps.hlsl @@ -0,0 +1,45 @@ +/* -*- 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 simpleTex : register(ps, t0); + +float4 FixRGBOpacity(float4 color, float alpha) { + return float4(color.rgb * alpha, alpha); +} + +// Fast cases that don't require complex clipping. +float4 TexturedQuadRGBA(const VS_SAMPLEOUTPUT_CLIPPED aInput) : SV_Target +{ + return simpleTex.Sample(sSampler, aInput.vTexCoords) * sOpacity; +} +float4 TexturedQuadRGB(const VS_SAMPLEOUTPUT_CLIPPED aInput) : SV_Target +{ + return FixRGBOpacity(simpleTex.Sample(sSampler, aInput.vTexCoords), sOpacity); +} + +// PaintedLayer common case. +float4 TexturedVertexRGBA(const VS_SAMPLEOUTPUT aInput) : SV_Target +{ + if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) { + return float4(0, 0, 0, 0); + } + + float alpha = ReadMask(aInput.vMaskCoords); + return simpleTex.Sample(sSampler, aInput.vTexCoords) * alpha; +} + +// ImageLayers. +float4 TexturedVertexRGB(const VS_SAMPLEOUTPUT aInput) : SV_Target +{ + if (!RectContainsPoint(aInput.vClipRect, aInput.vPosition.xy)) { + return float4(0, 0, 0, 0); + } + + float alpha = ReadMask(aInput.vMaskCoords); + return FixRGBOpacity(simpleTex.Sample(sSampler, aInput.vTexCoords), alpha); +} |