/* -*- 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/. */ typedef float4 rect; float4x4 mLayerTransform : register(vs, c0); float4x4 mProjection : register(vs, c4); float4 vRenderTargetOffset : register(vs, c8); rect vTextureCoords : register(vs, c9); rect vLayerQuad : register(vs, c10); rect vMaskQuad : register(vs, c11); float4 fLayerColor : register(ps, c0); float fLayerOpacity : register(ps, c1); sampler sSampler : register(ps, s0); Texture2D tRGB; Texture2D tY; Texture2D tCb; Texture2D tCr; Texture2D tRGBWhite; // Always bind this to slot 3 since this is always available! Texture2D tMask : register(ps, t3); struct VS_INPUT { float2 vPosition : POSITION; }; struct VS_OUTPUT { float4 vPosition : SV_Position; float2 vTexCoords : TEXCOORD0; }; struct VS_MASK_OUTPUT { float4 vPosition : SV_Position; float2 vTexCoords : TEXCOORD0; float2 vMaskCoords : TEXCOORD1; }; struct VS_MASK_3D_OUTPUT { float4 vPosition : SV_Position; float2 vTexCoords : TEXCOORD0; float3 vMaskCoords : TEXCOORD1; }; struct PS_OUTPUT { float4 vSrc; float4 vAlpha; }; float2 TexCoords(const float2 aPosition) { float2 result; const float2 size = vTextureCoords.zw; result.x = vTextureCoords.x + aPosition.x * size.x; result.y = vTextureCoords.y + aPosition.y * size.y; return result; } SamplerState LayerTextureSamplerLinear { Filter = MIN_MAG_MIP_LINEAR; AddressU = Clamp; AddressV = Clamp; }; float4 TransformedPosition(float2 aInPosition) { // the current vertex's position on the quad float4 position = float4(0, 0, 0, 1); // We use 4 component floats to uniquely describe a rectangle, by the structure // of x, y, width, height. This allows us to easily generate the 4 corners // of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the // stream source for our LayerQuad vertex shader. We do this by doing: // Xout = x + Xin * width // Yout = y + Yin * height float2 size = vLayerQuad.zw; position.x = vLayerQuad.x + aInPosition.x * size.x; position.y = vLayerQuad.y + aInPosition.y * size.y; position = mul(mLayerTransform, position); return position; } float4 VertexPosition(float4 aTransformedPosition) { float4 result; result.w = aTransformedPosition.w; result.xyz = aTransformedPosition.xyz / aTransformedPosition.w; result -= vRenderTargetOffset; result.xyz *= result.w; result = mul(mProjection, result); return result; } VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex) { VS_OUTPUT outp; float4 position = TransformedPosition(aVertex.vPosition); outp.vPosition = VertexPosition(position); outp.vTexCoords = TexCoords(aVertex.vPosition.xy); return outp; } VS_MASK_OUTPUT LayerQuadMaskVS(const VS_INPUT aVertex) { VS_MASK_OUTPUT outp; float4 position = TransformedPosition(aVertex.vPosition); outp.vPosition = VertexPosition(position); // calculate the position on the mask texture outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z; outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w; outp.vTexCoords = TexCoords(aVertex.vPosition.xy); return outp; } VS_MASK_3D_OUTPUT LayerQuadMask3DVS(const VS_INPUT aVertex) { VS_MASK_3D_OUTPUT outp; float4 position = TransformedPosition(aVertex.vPosition); outp.vPosition = VertexPosition(position); // calculate the position on the mask texture position.xyz /= position.w; outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z; outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w; // We use the w coord to do non-perspective correct interpolation: // the quad might be transformed in 3D, in which case it will have some // perspective. The graphics card will do perspective-correct interpolation // of the texture, but our mask is already transformed and so we require // linear interpolation. Therefore, we must correct the interpolation // ourselves, we do this by multiplying all coords by w here, and dividing by // w in the pixel shader (post-interpolation), we pass w in outp.vMaskCoords.z. // See http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness outp.vMaskCoords.z = 1; outp.vMaskCoords *= position.w; outp.vTexCoords = TexCoords(aVertex.vPosition.xy); return outp; } float4 RGBAShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target { float2 maskCoords = aVertex.vMaskCoords; float mask = tMask.Sample(sSampler, maskCoords).a; return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity * mask; } float4 RGBAShaderMask3D(const VS_MASK_3D_OUTPUT aVertex) : SV_Target { float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z; float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a; return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity * mask; } float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target { float4 result; result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity; result.a = fLayerOpacity; float2 maskCoords = aVertex.vMaskCoords; float mask = tMask.Sample(sSampler, maskCoords).a; return result * mask; } float4 CalculateYCbCrColor(const float2 aTexCoords) { float4 yuv; float4 color; yuv.r = tCr.Sample(sSampler, aTexCoords).a - 0.5; yuv.g = tY.Sample(sSampler, aTexCoords).a - 0.0625; yuv.b = tCb.Sample(sSampler, aTexCoords).a - 0.5; color.r = yuv.g * 1.164 + yuv.r * 1.596; color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b; color.b = yuv.g * 1.164 + yuv.b * 2.018; color.a = 1.0f; return color; } float4 YCbCrShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target { float2 maskCoords = aVertex.vMaskCoords; float mask = tMask.Sample(sSampler, maskCoords).a; return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity * mask; } PS_OUTPUT ComponentAlphaShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target { PS_OUTPUT result; result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords); result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc; result.vSrc.a = result.vAlpha.g; float2 maskCoords = aVertex.vMaskCoords; float mask = tMask.Sample(sSampler, maskCoords).a; result.vSrc *= fLayerOpacity * mask; result.vAlpha *= fLayerOpacity * mask; return result; } float4 SolidColorShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target { float2 maskCoords = aVertex.vMaskCoords; float mask = tMask.Sample(sSampler, maskCoords).a; return fLayerColor * mask; } /* * Un-masked versions ************************************************************* */ float4 RGBAShader(const VS_OUTPUT aVertex) : SV_Target { return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity; } float4 RGBShader(const VS_OUTPUT aVertex) : SV_Target { float4 result; result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity; result.a = fLayerOpacity; return result; } float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target { return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity; } PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target { PS_OUTPUT result; result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords); result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc; result.vSrc.a = result.vAlpha.g; result.vSrc *= fLayerOpacity; result.vAlpha *= fLayerOpacity; return result; } float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target { return fLayerColor; }