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Diffstat (limited to 'gfx/2d/ShadersD2D.fx')
-rw-r--r-- | gfx/2d/ShadersD2D.fx | 824 |
1 files changed, 824 insertions, 0 deletions
diff --git a/gfx/2d/ShadersD2D.fx b/gfx/2d/ShadersD2D.fx new file mode 100644 index 0000000000..b87ee18a91 --- /dev/null +++ b/gfx/2d/ShadersD2D.fx @@ -0,0 +1,824 @@ +// 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())); + } +} + |