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-rw-r--r--gfx/layers/d3d11/mlgshaders/textured-ps.hlsl45
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);
+}