/* -*- 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; }