// We store vertex coordinates and the quad shape in a constant buffer, this is // easy to update and allows us to use a single call to set the x, y, w, h of // the quad. // The QuadDesc and TexCoords both work as follows: // The x component is the quad left point, the y component is the top point // the z component is the width, and the w component is the height. The quad // are specified in viewport coordinates, i.e. { -1.0f, 1.0f, 2.0f, -2.0f } // would cover the entire viewport (which runs from <-1.0f, 1.0f> left to right // and <-1.0f, 1.0f> -bottom- to top. The TexCoords desc is specified in texture // space <0, 1.0f> left to right and top to bottom. The input vertices of the // shader stage always form a rectangle from {0, 0} - {1, 1} cbuffer cb0 { float4 QuadDesc; float4 TexCoords; float4 MaskTexCoords; float4 TextColor; } cbuffer cb1 { float4 BlurOffsetsH[3]; float4 BlurOffsetsV[3]; float4 BlurWeights[3]; float4 ShadowColor; } cbuffer cb2 { float3x3 DeviceSpaceToUserSpace; float2 dimensions; // Precalculate as much as we can! float3 diff; float2 center1; float A; float radius1; float sq_radius1; } cbuffer cb3 { float3x3 DeviceSpaceToUserSpace_cb3; float2 dimensions_cb3; float2 center; float angle; float start_offset; float end_offset; } struct VS_OUTPUT { float4 Position : SV_Position; float2 TexCoord : TEXCOORD0; float2 MaskTexCoord : TEXCOORD1; }; struct VS_RADIAL_OUTPUT { float4 Position : SV_Position; float2 MaskTexCoord : TEXCOORD0; float2 PixelCoord : TEXCOORD1; }; struct VS_CONIC_OUTPUT { float4 Position : SV_Position; float2 MaskTexCoord : TEXCOORD0; float2 PixelCoord : TEXCOORD1; }; struct PS_TEXT_OUTPUT { float4 color; float4 alpha; }; Texture2D tex; Texture2D bcktex; Texture2D mask; uint blendop; sampler sSampler = sampler_state { Filter = MIN_MAG_MIP_LINEAR; Texture = tex; AddressU = Clamp; AddressV = Clamp; }; sampler sBckSampler = sampler_state { Filter = MIN_MAG_MIP_LINEAR; Texture = bcktex; AddressU = Clamp; AddressV = Clamp; }; sampler sWrapSampler = sampler_state { Filter = MIN_MAG_MIP_LINEAR; Texture = tex; AddressU = Wrap; AddressV = Wrap; }; sampler sMirrorSampler = sampler_state { Filter = MIN_MAG_MIP_LINEAR; Texture = tex; AddressU = Mirror; AddressV = Mirror; }; sampler sMaskSampler = sampler_state { Filter = MIN_MAG_MIP_LINEAR; Texture = mask; AddressU = Clamp; AddressV = Clamp; }; sampler sShadowSampler = sampler_state { Filter = MIN_MAG_MIP_LINEAR; Texture = tex; AddressU = Border; AddressV = Border; BorderColor = float4(0, 0, 0, 0); }; RasterizerState TextureRast { ScissorEnable = True; CullMode = None; }; BlendState ShadowBlendH { BlendEnable[0] = False; RenderTargetWriteMask[0] = 0xF; }; BlendState ShadowBlendV { BlendEnable[0] = True; SrcBlend = One; DestBlend = Inv_Src_Alpha; BlendOp = Add; SrcBlendAlpha = One; DestBlendAlpha = Inv_Src_Alpha; BlendOpAlpha = Add; RenderTargetWriteMask[0] = 0xF; }; BlendState bTextBlend { AlphaToCoverageEnable = FALSE; BlendEnable[0] = TRUE; SrcBlend = Src1_Color; DestBlend = Inv_Src1_Color; BlendOp = Add; SrcBlendAlpha = Src1_Alpha; DestBlendAlpha = Inv_Src1_Alpha; BlendOpAlpha = Add; RenderTargetWriteMask[0] = 0x0F; // All }; VS_OUTPUT SampleTextureVS(float3 pos : POSITION) { VS_OUTPUT Output; Output.Position.w = 1.0f; Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x; Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y; Output.Position.z = 0; Output.TexCoord.x = pos.x * TexCoords.z + TexCoords.x; Output.TexCoord.y = pos.y * TexCoords.w + TexCoords.y; Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x; Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y; return Output; } VS_RADIAL_OUTPUT SampleRadialVS(float3 pos : POSITION) { VS_RADIAL_OUTPUT Output; Output.Position.w = 1.0f; Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x; Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y; Output.Position.z = 0; Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x; Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y; // For the radial gradient pixel shader we need to pass in the pixel's // coordinates in user space for the color to be correctly determined. Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions.x; Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions.y; Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace).xy; return Output; } VS_CONIC_OUTPUT SampleConicVS(float3 pos : POSITION) { VS_CONIC_OUTPUT Output; Output.Position.w = 1.0f; Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x; Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y; Output.Position.z = 0; Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x; Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y; // For the conic gradient pixel shader we need to pass in the pixel's // coordinates in user space for the color to be correctly determined. Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions_cb3.x; Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions_cb3.y; Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace_cb3).xy; return Output; } float Screen(float a, float b) { return 1 - ((1 - a)*(1 - b)); } static float RedLuminance = 0.3f; static float GreenLuminance = 0.59f; static float BlueLuminance = 0.11f; float Lum(float3 C) { return RedLuminance * C.r + GreenLuminance * C.g + BlueLuminance * C.b; } float3 ClipColor(float3 C) { float L = Lum(C); float n = min(min(C.r, C.g), C.b); float x = max(max(C.r, C.g), C.b); if(n < 0) C = L + (((C - L) * L) / (L - n)); if(x > 1) C = L + ((C - L) * (1 - L) / (x - L)); return C; } float3 SetLum(float3 C, float l) { float d = l - Lum(C); C = C + d; return ClipColor(C); } float Sat(float3 C) { return max(C.r, max(C.g, C.b)) - min(C.r, min(C.g, C.b)); } void SetSatComponents(inout float minComp, inout float midComp, inout float maxComp, in float satVal) { midComp -= minComp; maxComp -= minComp; minComp = 0.0; if (maxComp > 0.0) { midComp *= satVal/maxComp; maxComp = satVal; } } float3 SetSat(float3 color, in float satVal) { if (color.x <= color.y) { if (color.y <= color.z) { // x <= y <= z SetSatComponents(color.x, color.y, color.z, satVal); } else { if (color.x <= color.z) { // x <= z <= y SetSatComponents(color.x, color.z, color.y, satVal); } else { // z <= x <= y SetSatComponents(color.z, color.x, color.y, satVal); } } } else { if (color.x <= color.z) { // y <= x <= z SetSatComponents(color.y, color.x, color.z, satVal); } else { if (color.y <= color.z) { // y <= z <= x SetSatComponents(color.y, color.z, color.x, satVal); } else { // z <= y <= x SetSatComponents(color.z, color.y, color.x, satVal); } } } return color; } float4 SampleBlendTextureSeparablePS_1( VS_OUTPUT In) : SV_Target { float4 output = tex.Sample(sSampler, In.TexCoord); float4 background = bcktex.Sample(sBckSampler, In.TexCoord); if((output.a == 0) || (background.a == 0)) return output; output.rgb /= output.a; background.rgb /= background.a; float4 retval = output; if(blendop == 1) { // multiply retval.rgb = output.rgb * background.rgb; } else if(blendop == 2) { retval.rgb = output.rgb + background.rgb - output.rgb * background.rgb; } else if(blendop == 3) { if(background.r <= 0.5) retval.r = 2*background.r * output.r; else retval.r = Screen(output.r, 2 * background.r - 1); if(background.g <= 0.5) retval.g = 2 * background.g * output.g; else retval.g = Screen(output.g, 2 * background.g - 1); if(background.b <= 0.5) retval.b = 2 * background.b * output.b; else retval.b = Screen(output.b, 2 * background.b - 1); } else if(blendop == 4) { retval.rgb = min(output.rgb, background.rgb); } else if(blendop == 5) { retval.rgb = max(output.rgb, background.rgb); } else { if(background.r == 0) retval.r = 0; else if(output.r == 1) retval.r = 1; else retval.r = min(1, background.r / (1 - output.r)); if(background.g == 0) retval.g = 0; else if(output.g == 1) retval.g = 1; else retval.g = min(1, background.g / (1 - output.g)); if(background.b == 0) retval.b = 0; else if(output.b == 1) retval.b = 1; else retval.b = min(1, background.b / (1 - output.b)); } output.rgb = ((1 - background.a) * output.rgb + background.a * retval.rgb) * output.a; return output; } float4 SampleBlendTextureSeparablePS_2( VS_OUTPUT In) : SV_Target { float4 output = tex.Sample(sSampler, In.TexCoord); float4 background = bcktex.Sample(sBckSampler, In.TexCoord); if((output.a == 0) || (background.a == 0)) return output; output.rgb /= output.a; background.rgb /= background.a; float4 retval = output; if(blendop == 7) { if(background.r == 1) retval.r = 1; else if(output.r == 0) retval.r = 0; else retval.r = 1 - min(1, (1 - background.r) / output.r); if(background.g == 1) retval.g = 1; else if(output.g == 0) retval.g = 0; else retval.g = 1 - min(1, (1 - background.g) / output.g); if(background.b == 1) retval.b = 1; else if(output.b == 0) retval.b = 0; else retval.b = 1 - min(1, (1 - background.b) / output.b); } else if(blendop == 8) { if(output.r <= 0.5) retval.r = 2 * output.r * background.r; else retval.r = Screen(background.r, 2 * output.r -1); if(output.g <= 0.5) retval.g = 2 * output.g * background.g; else retval.g = Screen(background.g, 2 * output.g -1); if(output.b <= 0.5) retval.b = 2 * output.b * background.b; else retval.b = Screen(background.b, 2 * output.b -1); } else if(blendop == 9){ float D; if(background.r <= 0.25) D = ((16 * background.r - 12) * background.r + 4) * background.r; else D = sqrt(background.r); if(output.r <= 0.5) retval.r = background.r - (1 - 2 * output.r) * background.r * (1 - background.r); else retval.r = background.r + (2 * output.r - 1) * (D - background.r); if(background.g <= 0.25) D = ((16 * background.g - 12) * background.g + 4) * background.g; else D = sqrt(background.g); if(output.g <= 0.5) retval.g = background.g - (1 - 2 * output.g) * background.g * (1 - background.g); else retval.g = background.g + (2 * output.g - 1) * (D - background.g); if(background.b <= 0.25) D = ((16 * background.b - 12) * background.b + 4) * background.b; else D = sqrt(background.b); if(output.b <= 0.5) retval.b = background.b - (1 - 2 * output.b) * background.b * (1 - background.b); else retval.b = background.b + (2 * output.b - 1) * (D - background.b); } else if(blendop == 10) { retval.rgb = abs(output.rgb - background.rgb); } else { retval.rgb = output.rgb + background.rgb - 2 * output.rgb * background.rgb; } output.rgb = ((1 - background.a) * output.rgb + background.a * retval.rgb) * output.a; return output; } float4 SampleBlendTextureNonSeparablePS( VS_OUTPUT In) : SV_Target { float4 output = tex.Sample(sSampler, In.TexCoord); float4 background = bcktex.Sample(sBckSampler, In.TexCoord); if((output.a == 0) || (background.a == 0)) return output; output.rgb /= output.a; background.rgb /= background.a; float4 retval = output; if(blendop == 12) { retval.rgb = SetLum(SetSat(output.rgb, Sat(background.rgb)), Lum(background.rgb)); } else if(blendop == 13) { retval.rgb = SetLum(SetSat(background.rgb, Sat(output.rgb)), Lum(background.rgb)); } else if(blendop == 14) { retval.rgb = SetLum(output.rgb, Lum(background.rgb)); } else { retval.rgb = SetLum(background.rgb, Lum(output.rgb)); } output.rgb = ((1 - background.a) * output.rgb + background.a * retval.rgb) * output.a; return output; } float4 SampleTexturePS( VS_OUTPUT In) : SV_Target { return tex.Sample(sSampler, In.TexCoord); } float4 SampleMaskTexturePS( VS_OUTPUT In) : SV_Target { return tex.Sample(sSampler, In.TexCoord) * mask.Sample(sMaskSampler, In.MaskTexCoord).a; } float4 SampleRadialGradientPS(VS_RADIAL_OUTPUT In, uniform sampler aSampler) : SV_Target { // Radial gradient painting is defined as the set of circles whose centers // are described by C(t) = (C2 - C1) * t + C1; with radii // R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the // quadratic equation that arises when calculating t for pixel (x, y). // // A more extensive derrivation can be found in the pixman radial gradient // code. float2 p = In.PixelCoord; float3 dp = float3(p - center1, radius1); // dpx * dcx + dpy * dcy + r * dr float B = dot(dp, diff); float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1; float det = pow(B, 2) - A * C; if (det < 0) { return float4(0, 0, 0, 0); } float sqrt_det = sqrt(abs(det)); float2 t = (B + float2(sqrt_det, -sqrt_det)) / A; float2 isValid = step(float2(-radius1, -radius1), t * diff.z); if (max(isValid.x, isValid.y) <= 0) { return float4(0, 0, 0, 0); } float upper_t = lerp(t.y, t.x, isValid.x); float4 output = tex.Sample(aSampler, float2(upper_t, 0.5)); // Premultiply output.rgb *= output.a; // Multiply the output color by the input mask for the operation. output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a; return output; }; float4 SampleRadialGradientA0PS( VS_RADIAL_OUTPUT In, uniform sampler aSampler ) : SV_Target { // This simpler shader is used for the degenerate case where A is 0, // i.e. we're actually solving a linear equation. float2 p = In.PixelCoord; float3 dp = float3(p - center1, radius1); // dpx * dcx + dpy * dcy + r * dr float B = dot(dp, diff); float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2); float t = 0.5 * C / B; if (-radius1 >= t * diff.z) { return float4(0, 0, 0, 0); } float4 output = tex.Sample(aSampler, float2(t, 0.5)); // Premultiply output.rgb *= output.a; // Multiply the output color by the input mask for the operation. output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a; return output; }; float4 SampleConicGradientPS(VS_CONIC_OUTPUT In, uniform sampler aSampler) : SV_Target { float2 current_dir = In.PixelCoord - center; float current_angle = atan2(current_dir.y, current_dir.x) + (3.141592 / 2.0 - angle); float offset = fmod(current_angle / (2.0 * 3.141592), 1.0) - start_offset; offset = offset / (end_offset - start_offset); float upper_t = lerp(0, 1, offset); float4 output = tex.Sample(aSampler, float2(upper_t, 0.5)); // Premultiply output.rgb *= output.a; // Multiply the output color by the input mask for the operation. output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a; return output; }; float4 SampleShadowHPS( VS_OUTPUT In) : SV_Target { float outputStrength = 0; outputStrength += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].x, In.TexCoord.y)).a; outputStrength += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].y, In.TexCoord.y)).a; outputStrength += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].z, In.TexCoord.y)).a; outputStrength += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].w, In.TexCoord.y)).a; outputStrength += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].x, In.TexCoord.y)).a; outputStrength += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].y, In.TexCoord.y)).a; outputStrength += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].z, In.TexCoord.y)).a; outputStrength += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].w, In.TexCoord.y)).a; outputStrength += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[2].x, In.TexCoord.y)).a; return ShadowColor * outputStrength; }; float4 SampleShadowVPS( VS_OUTPUT In) : SV_Target { float4 outputColor = float4(0, 0, 0, 0); outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x)); outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y)); outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z)); outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w)); outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x)); outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y)); outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z)); outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w)); outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x)); return outputColor; }; float4 SampleMaskShadowVPS( VS_OUTPUT In) : SV_Target { float4 outputColor = float4(0, 0, 0, 0); outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x)); outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y)); outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z)); outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w)); outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x)); outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y)); outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z)); outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w)); outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x)); return outputColor * mask.Sample(sMaskSampler, In.MaskTexCoord).a; }; PS_TEXT_OUTPUT SampleTextTexturePS( VS_OUTPUT In) : SV_Target { PS_TEXT_OUTPUT output; output.color = float4(TextColor.r, TextColor.g, TextColor.b, 1.0); output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a; return output; }; PS_TEXT_OUTPUT SampleTextTexturePSMasked( VS_OUTPUT In) : SV_Target { PS_TEXT_OUTPUT output; float maskValue = mask.Sample(sMaskSampler, In.MaskTexCoord).a; output.color = float4(TextColor.r, TextColor.g, TextColor.b, 1.0); output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a * maskValue; return output; }; technique10 SampleTexture { pass P0 { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTexturePS())); } } technique10 SampleTextureForSeparableBlending_1 { pass P0 { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleBlendTextureSeparablePS_1())); } } technique10 SampleTextureForSeparableBlending_2 { pass P0 { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleBlendTextureSeparablePS_2())); } } technique10 SampleTextureForNonSeparableBlending { pass P0 { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleBlendTextureNonSeparablePS())); } } technique10 SampleRadialGradient { pass APos { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sSampler ))); } pass A0 { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sSampler ))); } pass APosWrap { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sWrapSampler ))); } pass A0Wrap { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sWrapSampler ))); } pass APosMirror { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sMirrorSampler ))); } pass A0Mirror { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sMirrorSampler ))); } } technique10 SampleConicGradient { pass APos { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleConicVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleConicGradientPS( sSampler ))); } pass APosWrap { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleConicVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleConicGradientPS( sWrapSampler ))); } pass APosMirror { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleConicVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleConicGradientPS( sMirrorSampler ))); } } technique10 SampleMaskedTexture { pass P0 { SetRasterizerState(TextureRast); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskTexturePS())); } } technique10 SampleTextureWithShadow { // Horizontal pass pass P0 { SetRasterizerState(TextureRast); SetBlendState(ShadowBlendH, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowHPS())); } // Vertical pass pass P1 { SetRasterizerState(TextureRast); SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowVPS())); } // Vertical pass - used when using a mask pass P2 { SetRasterizerState(TextureRast); SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskShadowVPS())); } } technique10 SampleTextTexture { pass Unmasked { SetRasterizerState(TextureRast); SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePS())); } pass Masked { SetRasterizerState(TextureRast); SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePSMasked())); } }