mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
94 lines
2.3 KiB
HLSL
94 lines
2.3 KiB
HLSL
float4x4 mLayerTransform;
|
|
float4 vRenderTargetOffset;
|
|
float4x4 mProjection;
|
|
|
|
typedef float4 rect;
|
|
rect vTextureCoords;
|
|
rect vLayerQuad;
|
|
|
|
texture tex0;
|
|
sampler s2D;
|
|
sampler s2DY;
|
|
sampler s2DCb;
|
|
sampler s2DCr;
|
|
|
|
float fLayerOpacity;
|
|
float4 fLayerColor;
|
|
|
|
struct VS_INPUT {
|
|
float4 vPosition : POSITION;
|
|
};
|
|
|
|
struct VS_OUTPUT {
|
|
float4 vPosition : POSITION;
|
|
float2 vTexCoords : TEXCOORD0;
|
|
};
|
|
|
|
VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
|
|
{
|
|
VS_OUTPUT outp;
|
|
outp.vPosition = aVertex.vPosition;
|
|
|
|
// 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 position = vLayerQuad.xy;
|
|
float2 size = vLayerQuad.zw;
|
|
outp.vPosition.x = position.x + outp.vPosition.x * size.x;
|
|
outp.vPosition.y = position.y + outp.vPosition.y * size.y;
|
|
|
|
outp.vPosition = mul(mLayerTransform, outp.vPosition);
|
|
outp.vPosition = outp.vPosition - vRenderTargetOffset;
|
|
|
|
// adjust our vertices to match d3d9's pixel coordinate system
|
|
// which has pixel centers at integer locations
|
|
outp.vPosition.xy -= 0.5;
|
|
|
|
outp.vPosition = mul(mProjection, outp.vPosition);
|
|
|
|
position = vTextureCoords.xy;
|
|
size = vTextureCoords.zw;
|
|
outp.vTexCoords.x = position.x + aVertex.vPosition.x * size.x;
|
|
outp.vTexCoords.y = position.y + aVertex.vPosition.y * size.y;
|
|
|
|
return outp;
|
|
}
|
|
|
|
float4 RGBAShader(const VS_OUTPUT aVertex) : COLOR
|
|
{
|
|
return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
|
|
}
|
|
|
|
float4 RGBShader(const VS_OUTPUT aVertex) : COLOR
|
|
{
|
|
float4 result;
|
|
result = tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
|
|
result.a = 1.0;
|
|
return result;
|
|
}
|
|
|
|
float4 YCbCrShader(const VS_OUTPUT aVertex) : COLOR
|
|
{
|
|
float4 yuv;
|
|
float4 color;
|
|
|
|
yuv.r = tex2D(s2DCr, aVertex.vTexCoords).r - 0.5;
|
|
yuv.g = tex2D(s2DY, aVertex.vTexCoords).r - 0.0625;
|
|
yuv.b = tex2D(s2DCb, aVertex.vTexCoords).r - 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 * fLayerOpacity;
|
|
}
|
|
|
|
float4 SolidColorShader(const VS_OUTPUT aVertex) : COLOR
|
|
{
|
|
return fLayerColor;
|
|
}
|