/* -*- 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); }