/* -*- 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" sampler sSampler : register(ps, s0); sampler sMaskSampler : register(ps, s1); Texture2D tMaskTexture : register(ps, t4); cbuffer MaskInformation : register(b0) { float sOpacity : packoffset(c0.x); uint sHasMask : packoffset(c0.y); }; float2 MaskCoordsToUV(float3 aMaskCoords) { return aMaskCoords.xy / aMaskCoords.z; } float ReadMaskWithOpacity(float3 aMaskCoords, float aOpacity) { if (!sHasMask) { return aOpacity; } float2 uv = MaskCoordsToUV(aMaskCoords); float r = tMaskTexture.Sample(sMaskSampler, uv).r; return min(aOpacity, r); } float ReadMask(float3 aMaskCoords) { return ReadMaskWithOpacity(aMaskCoords, sOpacity); }