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-rw-r--r--gfx/layers/d3d11/mlgshaders/component-alpha-ps.hlsl45
1 files changed, 45 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/mlgshaders/component-alpha-ps.hlsl b/gfx/layers/d3d11/mlgshaders/component-alpha-ps.hlsl
new file mode 100644
index 0000000000..d1705dd1b9
--- /dev/null
+++ b/gfx/layers/d3d11/mlgshaders/component-alpha-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 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;
+}