mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
269 lines
7.5 KiB
HLSL
269 lines
7.5 KiB
HLSL
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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typedef float4 rect;
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float4x4 mLayerTransform : register(vs, c0);
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float4x4 mProjection : register(vs, c4);
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float4 vRenderTargetOffset : register(vs, c8);
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rect vTextureCoords : register(vs, c9);
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rect vLayerQuad : register(vs, c10);
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rect vMaskQuad : register(vs, c11);
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float4 fLayerColor : register(ps, c0);
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float fLayerOpacity : register(ps, c1);
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sampler sSampler : register(ps, s0);
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Texture2D tRGB;
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Texture2D tY;
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Texture2D tCb;
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Texture2D tCr;
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Texture2D tRGBWhite;
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// Always bind this to slot 3 since this is always available!
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Texture2D tMask : register(ps, t3);
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struct VS_INPUT {
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float2 vPosition : POSITION;
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};
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struct VS_OUTPUT {
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float4 vPosition : SV_Position;
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float2 vTexCoords : TEXCOORD0;
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};
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struct VS_MASK_OUTPUT {
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float4 vPosition : SV_Position;
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float2 vTexCoords : TEXCOORD0;
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float2 vMaskCoords : TEXCOORD1;
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};
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struct VS_MASK_3D_OUTPUT {
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float4 vPosition : SV_Position;
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float2 vTexCoords : TEXCOORD0;
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float3 vMaskCoords : TEXCOORD1;
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};
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struct PS_OUTPUT {
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float4 vSrc;
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float4 vAlpha;
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};
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float2 TexCoords(const float2 aPosition)
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{
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float2 result;
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const float2 size = vTextureCoords.zw;
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result.x = vTextureCoords.x + aPosition.x * size.x;
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result.y = vTextureCoords.y + aPosition.y * size.y;
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return result;
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}
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SamplerState LayerTextureSamplerLinear
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{
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Filter = MIN_MAG_MIP_LINEAR;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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float4 TransformedPosition(float2 aInPosition)
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{
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// the current vertex's position on the quad
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float4 position = float4(0, 0, 0, 1);
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// We use 4 component floats to uniquely describe a rectangle, by the structure
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// of x, y, width, height. This allows us to easily generate the 4 corners
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// of any rectangle from the 4 corners of the 0,0-1,1 quad that we use as the
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// stream source for our LayerQuad vertex shader. We do this by doing:
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// Xout = x + Xin * width
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// Yout = y + Yin * height
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float2 size = vLayerQuad.zw;
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position.x = vLayerQuad.x + aInPosition.x * size.x;
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position.y = vLayerQuad.y + aInPosition.y * size.y;
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position = mul(mLayerTransform, position);
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return position;
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}
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float4 VertexPosition(float4 aTransformedPosition)
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{
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float4 result;
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result.w = aTransformedPosition.w;
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result.xyz = aTransformedPosition.xyz / aTransformedPosition.w;
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result -= vRenderTargetOffset;
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result.xyz *= result.w;
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result = mul(mProjection, result);
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return result;
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}
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VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
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{
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VS_OUTPUT outp;
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float4 position = TransformedPosition(aVertex.vPosition);
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outp.vPosition = VertexPosition(position);
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outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
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return outp;
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}
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VS_MASK_OUTPUT LayerQuadMaskVS(const VS_INPUT aVertex)
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{
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VS_MASK_OUTPUT outp;
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float4 position = TransformedPosition(aVertex.vPosition);
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outp.vPosition = VertexPosition(position);
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// calculate the position on the mask texture
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outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
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outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
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outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
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return outp;
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}
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VS_MASK_3D_OUTPUT LayerQuadMask3DVS(const VS_INPUT aVertex)
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{
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VS_MASK_3D_OUTPUT outp;
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float4 position = TransformedPosition(aVertex.vPosition);
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outp.vPosition = VertexPosition(position);
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// calculate the position on the mask texture
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position.xyz /= position.w;
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outp.vMaskCoords.x = (position.x - vMaskQuad.x) / vMaskQuad.z;
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outp.vMaskCoords.y = (position.y - vMaskQuad.y) / vMaskQuad.w;
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// We use the w coord to do non-perspective correct interpolation:
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// the quad might be transformed in 3D, in which case it will have some
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// perspective. The graphics card will do perspective-correct interpolation
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// of the texture, but our mask is already transformed and so we require
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// linear interpolation. Therefore, we must correct the interpolation
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// ourselves, we do this by multiplying all coords by w here, and dividing by
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// w in the pixel shader (post-interpolation), we pass w in outp.vMaskCoords.z.
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// See http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness
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outp.vMaskCoords.z = 1;
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outp.vMaskCoords *= position.w;
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outp.vTexCoords = TexCoords(aVertex.vPosition.xy);
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return outp;
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}
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float4 RGBAShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(sSampler, maskCoords).a;
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return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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float4 RGBAShaderMask3D(const VS_MASK_3D_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords.xy / aVertex.vMaskCoords.z;
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float mask = tMask.Sample(LayerTextureSamplerLinear, maskCoords).a;
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return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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float4 RGBShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float4 result;
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result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
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result.a = fLayerOpacity;
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(sSampler, maskCoords).a;
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return result * mask;
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}
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float4 CalculateYCbCrColor(const float2 aTexCoords)
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{
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float4 yuv;
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float4 color;
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yuv.r = tCr.Sample(sSampler, aTexCoords).r - 0.5;
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yuv.g = tY.Sample(sSampler, aTexCoords).r - 0.0625;
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yuv.b = tCb.Sample(sSampler, aTexCoords).r - 0.5;
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color.r = yuv.g * 1.164 + yuv.r * 1.596;
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color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
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color.b = yuv.g * 1.164 + yuv.b * 2.018;
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color.a = 1.0f;
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return color;
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}
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float4 YCbCrShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(sSampler, maskCoords).a;
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return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity * mask;
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}
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PS_OUTPUT ComponentAlphaShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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PS_OUTPUT result;
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result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords);
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result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc;
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result.vSrc.a = result.vAlpha.g;
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(sSampler, maskCoords).a;
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result.vSrc *= fLayerOpacity * mask;
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result.vAlpha *= fLayerOpacity * mask;
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return result;
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}
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float4 SolidColorShaderMask(const VS_MASK_OUTPUT aVertex) : SV_Target
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{
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float2 maskCoords = aVertex.vMaskCoords;
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float mask = tMask.Sample(sSampler, maskCoords).a;
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return fLayerColor * mask;
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}
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/*
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* Un-masked versions
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*************************************************************
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*/
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float4 RGBAShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 RGBShader(const VS_OUTPUT aVertex) : SV_Target
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{
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float4 result;
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result = tRGB.Sample(sSampler, aVertex.vTexCoords) * fLayerOpacity;
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result.a = fLayerOpacity;
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return result;
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}
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float4 YCbCrShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return CalculateYCbCrColor(aVertex.vTexCoords) * fLayerOpacity;
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}
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PS_OUTPUT ComponentAlphaShader(const VS_OUTPUT aVertex) : SV_Target
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{
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PS_OUTPUT result;
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result.vSrc = tRGB.Sample(sSampler, aVertex.vTexCoords);
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result.vAlpha = 1.0 - tRGBWhite.Sample(sSampler, aVertex.vTexCoords) + result.vSrc;
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result.vSrc.a = result.vAlpha.g;
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result.vSrc *= fLayerOpacity;
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result.vAlpha *= fLayerOpacity;
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return result;
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}
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float4 SolidColorShader(const VS_OUTPUT aVertex) : SV_Target
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{
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return fLayerColor;
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}
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