Tue, 06 Jan 2015 21:39:09 +0100
Conditionally force memory storage according to privacy.thirdparty.isolate;
This solves Tor bug #9701, complying with disk avoidance documented in
https://www.torproject.org/projects/torbrowser/design/#disk-avoidance.
michael@0 | 1 | // We store vertex coordinates and the quad shape in a constant buffer, this is |
michael@0 | 2 | // easy to update and allows us to use a single call to set the x, y, w, h of |
michael@0 | 3 | // the quad. |
michael@0 | 4 | // The QuadDesc and TexCoords both work as follows: |
michael@0 | 5 | // The x component is the quad left point, the y component is the top point |
michael@0 | 6 | // the z component is the width, and the w component is the height. The quad |
michael@0 | 7 | // are specified in viewport coordinates, i.e. { -1.0f, 1.0f, 2.0f, -2.0f } |
michael@0 | 8 | // would cover the entire viewport (which runs from <-1.0f, 1.0f> left to right |
michael@0 | 9 | // and <-1.0f, 1.0f> -bottom- to top. The TexCoords desc is specified in texture |
michael@0 | 10 | // space <0, 1.0f> left to right and top to bottom. The input vertices of the |
michael@0 | 11 | // shader stage always form a rectangle from {0, 0} - {1, 1} |
michael@0 | 12 | cbuffer cb0 |
michael@0 | 13 | { |
michael@0 | 14 | float4 QuadDesc; |
michael@0 | 15 | float4 TexCoords; |
michael@0 | 16 | float4 MaskTexCoords; |
michael@0 | 17 | float4 TextColor; |
michael@0 | 18 | } |
michael@0 | 19 | |
michael@0 | 20 | cbuffer cb1 |
michael@0 | 21 | { |
michael@0 | 22 | float4 BlurOffsetsH[3]; |
michael@0 | 23 | float4 BlurOffsetsV[3]; |
michael@0 | 24 | float4 BlurWeights[3]; |
michael@0 | 25 | float4 ShadowColor; |
michael@0 | 26 | } |
michael@0 | 27 | |
michael@0 | 28 | cbuffer cb2 |
michael@0 | 29 | { |
michael@0 | 30 | float3x3 DeviceSpaceToUserSpace; |
michael@0 | 31 | float2 dimensions; |
michael@0 | 32 | // Precalculate as much as we can! |
michael@0 | 33 | float3 diff; |
michael@0 | 34 | float2 center1; |
michael@0 | 35 | float A; |
michael@0 | 36 | float radius1; |
michael@0 | 37 | float sq_radius1; |
michael@0 | 38 | } |
michael@0 | 39 | |
michael@0 | 40 | struct VS_OUTPUT |
michael@0 | 41 | { |
michael@0 | 42 | float4 Position : SV_Position; |
michael@0 | 43 | float2 TexCoord : TEXCOORD0; |
michael@0 | 44 | float2 MaskTexCoord : TEXCOORD1; |
michael@0 | 45 | }; |
michael@0 | 46 | |
michael@0 | 47 | struct VS_RADIAL_OUTPUT |
michael@0 | 48 | { |
michael@0 | 49 | float4 Position : SV_Position; |
michael@0 | 50 | float2 MaskTexCoord : TEXCOORD0; |
michael@0 | 51 | float2 PixelCoord : TEXCOORD1; |
michael@0 | 52 | }; |
michael@0 | 53 | |
michael@0 | 54 | struct PS_TEXT_OUTPUT |
michael@0 | 55 | { |
michael@0 | 56 | float4 color; |
michael@0 | 57 | float4 alpha; |
michael@0 | 58 | }; |
michael@0 | 59 | |
michael@0 | 60 | Texture2D tex; |
michael@0 | 61 | Texture2D bcktex; |
michael@0 | 62 | Texture2D mask; |
michael@0 | 63 | uint blendop; |
michael@0 | 64 | |
michael@0 | 65 | sampler sSampler = sampler_state { |
michael@0 | 66 | Filter = MIN_MAG_MIP_LINEAR; |
michael@0 | 67 | Texture = tex; |
michael@0 | 68 | AddressU = Clamp; |
michael@0 | 69 | AddressV = Clamp; |
michael@0 | 70 | }; |
michael@0 | 71 | |
michael@0 | 72 | sampler sBckSampler = sampler_state { |
michael@0 | 73 | Filter = MIN_MAG_MIP_LINEAR; |
michael@0 | 74 | Texture = bcktex; |
michael@0 | 75 | AddressU = Clamp; |
michael@0 | 76 | AddressV = Clamp; |
michael@0 | 77 | }; |
michael@0 | 78 | |
michael@0 | 79 | sampler sWrapSampler = sampler_state { |
michael@0 | 80 | Filter = MIN_MAG_MIP_LINEAR; |
michael@0 | 81 | Texture = tex; |
michael@0 | 82 | AddressU = Wrap; |
michael@0 | 83 | AddressV = Wrap; |
michael@0 | 84 | }; |
michael@0 | 85 | |
michael@0 | 86 | sampler sMirrorSampler = sampler_state { |
michael@0 | 87 | Filter = MIN_MAG_MIP_LINEAR; |
michael@0 | 88 | Texture = tex; |
michael@0 | 89 | AddressU = Mirror; |
michael@0 | 90 | AddressV = Mirror; |
michael@0 | 91 | }; |
michael@0 | 92 | |
michael@0 | 93 | sampler sMaskSampler = sampler_state { |
michael@0 | 94 | Filter = MIN_MAG_MIP_LINEAR; |
michael@0 | 95 | Texture = mask; |
michael@0 | 96 | AddressU = Clamp; |
michael@0 | 97 | AddressV = Clamp; |
michael@0 | 98 | }; |
michael@0 | 99 | |
michael@0 | 100 | sampler sShadowSampler = sampler_state { |
michael@0 | 101 | Filter = MIN_MAG_MIP_LINEAR; |
michael@0 | 102 | Texture = tex; |
michael@0 | 103 | AddressU = Border; |
michael@0 | 104 | AddressV = Border; |
michael@0 | 105 | BorderColor = float4(0, 0, 0, 0); |
michael@0 | 106 | }; |
michael@0 | 107 | |
michael@0 | 108 | RasterizerState TextureRast |
michael@0 | 109 | { |
michael@0 | 110 | ScissorEnable = True; |
michael@0 | 111 | CullMode = None; |
michael@0 | 112 | }; |
michael@0 | 113 | |
michael@0 | 114 | BlendState ShadowBlendH |
michael@0 | 115 | { |
michael@0 | 116 | BlendEnable[0] = False; |
michael@0 | 117 | RenderTargetWriteMask[0] = 0xF; |
michael@0 | 118 | }; |
michael@0 | 119 | |
michael@0 | 120 | BlendState ShadowBlendV |
michael@0 | 121 | { |
michael@0 | 122 | BlendEnable[0] = True; |
michael@0 | 123 | SrcBlend = One; |
michael@0 | 124 | DestBlend = Inv_Src_Alpha; |
michael@0 | 125 | BlendOp = Add; |
michael@0 | 126 | SrcBlendAlpha = One; |
michael@0 | 127 | DestBlendAlpha = Inv_Src_Alpha; |
michael@0 | 128 | BlendOpAlpha = Add; |
michael@0 | 129 | RenderTargetWriteMask[0] = 0xF; |
michael@0 | 130 | }; |
michael@0 | 131 | |
michael@0 | 132 | BlendState bTextBlend |
michael@0 | 133 | { |
michael@0 | 134 | AlphaToCoverageEnable = FALSE; |
michael@0 | 135 | BlendEnable[0] = TRUE; |
michael@0 | 136 | SrcBlend = Src1_Color; |
michael@0 | 137 | DestBlend = Inv_Src1_Color; |
michael@0 | 138 | BlendOp = Add; |
michael@0 | 139 | SrcBlendAlpha = Src1_Alpha; |
michael@0 | 140 | DestBlendAlpha = Inv_Src1_Alpha; |
michael@0 | 141 | BlendOpAlpha = Add; |
michael@0 | 142 | RenderTargetWriteMask[0] = 0x0F; // All |
michael@0 | 143 | }; |
michael@0 | 144 | |
michael@0 | 145 | VS_OUTPUT SampleTextureVS(float3 pos : POSITION) |
michael@0 | 146 | { |
michael@0 | 147 | VS_OUTPUT Output; |
michael@0 | 148 | Output.Position.w = 1.0f; |
michael@0 | 149 | Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x; |
michael@0 | 150 | Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y; |
michael@0 | 151 | Output.Position.z = 0; |
michael@0 | 152 | Output.TexCoord.x = pos.x * TexCoords.z + TexCoords.x; |
michael@0 | 153 | Output.TexCoord.y = pos.y * TexCoords.w + TexCoords.y; |
michael@0 | 154 | Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x; |
michael@0 | 155 | Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y; |
michael@0 | 156 | return Output; |
michael@0 | 157 | } |
michael@0 | 158 | |
michael@0 | 159 | VS_RADIAL_OUTPUT SampleRadialVS(float3 pos : POSITION) |
michael@0 | 160 | { |
michael@0 | 161 | VS_RADIAL_OUTPUT Output; |
michael@0 | 162 | Output.Position.w = 1.0f; |
michael@0 | 163 | Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x; |
michael@0 | 164 | Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y; |
michael@0 | 165 | Output.Position.z = 0; |
michael@0 | 166 | Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x; |
michael@0 | 167 | Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y; |
michael@0 | 168 | |
michael@0 | 169 | // For the radial gradient pixel shader we need to pass in the pixel's |
michael@0 | 170 | // coordinates in user space for the color to be correctly determined. |
michael@0 | 171 | |
michael@0 | 172 | Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions.x; |
michael@0 | 173 | Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions.y; |
michael@0 | 174 | Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace).xy; |
michael@0 | 175 | return Output; |
michael@0 | 176 | } |
michael@0 | 177 | |
michael@0 | 178 | float Screen(float a, float b) |
michael@0 | 179 | { |
michael@0 | 180 | return 1 - ((1 - a)*(1 - b)); |
michael@0 | 181 | } |
michael@0 | 182 | |
michael@0 | 183 | static float RedLuminance = 0.3f; |
michael@0 | 184 | static float GreenLuminance = 0.59f; |
michael@0 | 185 | static float BlueLuminance = 0.11f; |
michael@0 | 186 | |
michael@0 | 187 | float Lum(float3 C) |
michael@0 | 188 | { |
michael@0 | 189 | return RedLuminance * C.r + GreenLuminance * C.g + BlueLuminance * C.b; |
michael@0 | 190 | } |
michael@0 | 191 | |
michael@0 | 192 | float3 ClipColor(float3 C) |
michael@0 | 193 | { |
michael@0 | 194 | float L = Lum(C); |
michael@0 | 195 | float n = min(min(C.r, C.g), C.b); |
michael@0 | 196 | float x = max(max(C.r, C.g), C.b); |
michael@0 | 197 | |
michael@0 | 198 | if(n < 0) |
michael@0 | 199 | C = L + (((C - L) * L) / (L - n)); |
michael@0 | 200 | |
michael@0 | 201 | if(x > 1) |
michael@0 | 202 | C = L + ((C - L) * (1 - L) / (x - L)); |
michael@0 | 203 | |
michael@0 | 204 | return C; |
michael@0 | 205 | } |
michael@0 | 206 | |
michael@0 | 207 | float3 SetLum(float3 C, float l) |
michael@0 | 208 | { |
michael@0 | 209 | float d = l - Lum(C); |
michael@0 | 210 | C = C + d; |
michael@0 | 211 | return ClipColor(C); |
michael@0 | 212 | } |
michael@0 | 213 | |
michael@0 | 214 | float Sat(float3 C) |
michael@0 | 215 | { |
michael@0 | 216 | return max(C.r, max(C.g, C.b)) - min(C.r, min(C.g, C.b)); |
michael@0 | 217 | } |
michael@0 | 218 | |
michael@0 | 219 | void SetSatComponents(inout float minComp, inout float midComp, inout float maxComp, in float satVal) |
michael@0 | 220 | { |
michael@0 | 221 | midComp -= minComp; |
michael@0 | 222 | maxComp -= minComp; |
michael@0 | 223 | minComp = 0.0; |
michael@0 | 224 | if (maxComp > 0.0) |
michael@0 | 225 | { |
michael@0 | 226 | midComp *= satVal/maxComp; |
michael@0 | 227 | maxComp = satVal; |
michael@0 | 228 | } |
michael@0 | 229 | } |
michael@0 | 230 | |
michael@0 | 231 | float3 SetSat(float3 color, in float satVal) |
michael@0 | 232 | { |
michael@0 | 233 | if (color.x <= color.y) { |
michael@0 | 234 | if (color.y <= color.z) { |
michael@0 | 235 | // x <= y <= z |
michael@0 | 236 | SetSatComponents(color.x, color.y, color.z, satVal); |
michael@0 | 237 | } |
michael@0 | 238 | else { |
michael@0 | 239 | if (color.x <= color.z) { |
michael@0 | 240 | // x <= z <= y |
michael@0 | 241 | SetSatComponents(color.x, color.z, color.y, satVal); |
michael@0 | 242 | } |
michael@0 | 243 | else { |
michael@0 | 244 | // z <= x <= y |
michael@0 | 245 | SetSatComponents(color.z, color.x, color.y, satVal); |
michael@0 | 246 | } |
michael@0 | 247 | } |
michael@0 | 248 | } |
michael@0 | 249 | else { |
michael@0 | 250 | if (color.x <= color.z) { |
michael@0 | 251 | // y <= x <= z |
michael@0 | 252 | SetSatComponents(color.y, color.x, color.z, satVal); |
michael@0 | 253 | } |
michael@0 | 254 | else { |
michael@0 | 255 | if (color.y <= color.z) { |
michael@0 | 256 | // y <= z <= x |
michael@0 | 257 | SetSatComponents(color.y, color.z, color.x, satVal); |
michael@0 | 258 | } |
michael@0 | 259 | else { |
michael@0 | 260 | // z <= y <= x |
michael@0 | 261 | SetSatComponents(color.z, color.y, color.x, satVal); |
michael@0 | 262 | } |
michael@0 | 263 | } |
michael@0 | 264 | } |
michael@0 | 265 | |
michael@0 | 266 | return color; |
michael@0 | 267 | } |
michael@0 | 268 | |
michael@0 | 269 | float4 SampleBlendTextureSeparablePS_1( VS_OUTPUT In) : SV_Target |
michael@0 | 270 | { |
michael@0 | 271 | float4 output = tex.Sample(sSampler, In.TexCoord); |
michael@0 | 272 | float4 background = bcktex.Sample(sBckSampler, In.TexCoord); |
michael@0 | 273 | if((output.a == 0) || (background.a == 0)) |
michael@0 | 274 | return output; |
michael@0 | 275 | |
michael@0 | 276 | output.rgb /= output.a; |
michael@0 | 277 | background.rgb /= background.a; |
michael@0 | 278 | |
michael@0 | 279 | float4 retval = output; |
michael@0 | 280 | |
michael@0 | 281 | if(blendop == 1) { // multiply |
michael@0 | 282 | retval.rgb = output.rgb * background.rgb; |
michael@0 | 283 | } else if(blendop == 2) { |
michael@0 | 284 | retval.rgb = output.rgb + background.rgb - output.rgb * background.rgb; |
michael@0 | 285 | } else if(blendop == 3) { |
michael@0 | 286 | if(background.r <= 0.5) |
michael@0 | 287 | retval.r = 2*background.r * output.r; |
michael@0 | 288 | else |
michael@0 | 289 | retval.r = Screen(output.r, 2 * background.r - 1); |
michael@0 | 290 | if(background.g <= 0.5) |
michael@0 | 291 | retval.g = 2 * background.g * output.g; |
michael@0 | 292 | else |
michael@0 | 293 | retval.g = Screen(output.g, 2 * background.g - 1); |
michael@0 | 294 | if(background.b <= 0.5) |
michael@0 | 295 | retval.b = 2 * background.b * output.b; |
michael@0 | 296 | else |
michael@0 | 297 | retval.b = Screen(output.b, 2 * background.b - 1); |
michael@0 | 298 | } else if(blendop == 4) { |
michael@0 | 299 | retval.rgb = min(output.rgb, background.rgb); |
michael@0 | 300 | } else if(blendop == 5) { |
michael@0 | 301 | retval.rgb = max(output.rgb, background.rgb); |
michael@0 | 302 | } else { |
michael@0 | 303 | if(background.r == 0) |
michael@0 | 304 | retval.r = 0; |
michael@0 | 305 | else |
michael@0 | 306 | if(output.r == 1) |
michael@0 | 307 | retval.r = 1; |
michael@0 | 308 | else |
michael@0 | 309 | retval.r = min(1, background.r / (1 - output.r)); |
michael@0 | 310 | if(background.g == 0) |
michael@0 | 311 | retval.g = 0; |
michael@0 | 312 | else |
michael@0 | 313 | if(output.g == 1) |
michael@0 | 314 | retval.g = 1; |
michael@0 | 315 | else |
michael@0 | 316 | retval.g = min(1, background.g / (1 - output.g)); |
michael@0 | 317 | if(background.b == 0) |
michael@0 | 318 | retval.b = 0; |
michael@0 | 319 | else |
michael@0 | 320 | if(output.b == 1) |
michael@0 | 321 | retval.b = 1; |
michael@0 | 322 | else |
michael@0 | 323 | retval.b = min(1, background.b / (1 - output.b)); |
michael@0 | 324 | } |
michael@0 | 325 | |
michael@0 | 326 | output.rgb = ((1 - background.a) * output.rgb + background.a * retval.rgb) * output.a; |
michael@0 | 327 | return output; |
michael@0 | 328 | } |
michael@0 | 329 | |
michael@0 | 330 | float4 SampleBlendTextureSeparablePS_2( VS_OUTPUT In) : SV_Target |
michael@0 | 331 | { |
michael@0 | 332 | float4 output = tex.Sample(sSampler, In.TexCoord); |
michael@0 | 333 | float4 background = bcktex.Sample(sBckSampler, In.TexCoord); |
michael@0 | 334 | if((output.a == 0) || (background.a == 0)) |
michael@0 | 335 | return output; |
michael@0 | 336 | |
michael@0 | 337 | output.rgb /= output.a; |
michael@0 | 338 | background.rgb /= background.a; |
michael@0 | 339 | |
michael@0 | 340 | float4 retval = output; |
michael@0 | 341 | |
michael@0 | 342 | if(blendop == 7) { |
michael@0 | 343 | if(background.r == 1) |
michael@0 | 344 | retval.r = 1; |
michael@0 | 345 | else |
michael@0 | 346 | if(output.r == 0) |
michael@0 | 347 | retval.r = 0; |
michael@0 | 348 | else |
michael@0 | 349 | retval.r = 1 - min(1, (1 - background.r) / output.r); |
michael@0 | 350 | if(background.g == 1) |
michael@0 | 351 | retval.g = 1; |
michael@0 | 352 | else |
michael@0 | 353 | if(output.g == 0) |
michael@0 | 354 | retval.g = 0; |
michael@0 | 355 | else |
michael@0 | 356 | retval.g = 1 - min(1, (1 - background.g) / output.g); |
michael@0 | 357 | if(background.b == 1) |
michael@0 | 358 | retval.b = 1; |
michael@0 | 359 | else |
michael@0 | 360 | if(output.b == 0) |
michael@0 | 361 | retval.b = 0; |
michael@0 | 362 | else |
michael@0 | 363 | retval.b = 1 - min(1, (1 - background.b) / output.b); |
michael@0 | 364 | } else if(blendop == 8) { |
michael@0 | 365 | if(output.r <= 0.5) |
michael@0 | 366 | retval.r = 2 * output.r * background.r; |
michael@0 | 367 | else |
michael@0 | 368 | retval.r = Screen(background.r, 2 * output.r -1); |
michael@0 | 369 | if(output.g <= 0.5) |
michael@0 | 370 | retval.g = 2 * output.g * background.g; |
michael@0 | 371 | else |
michael@0 | 372 | retval.g = Screen(background.g, 2 * output.g -1); |
michael@0 | 373 | if(output.b <= 0.5) |
michael@0 | 374 | retval.b = 2 * output.b * background.b; |
michael@0 | 375 | else |
michael@0 | 376 | retval.b = Screen(background.b, 2 * output.b -1); |
michael@0 | 377 | } else if(blendop == 9){ |
michael@0 | 378 | float D; |
michael@0 | 379 | if(background.r <= 0.25) |
michael@0 | 380 | D = ((16 * background.r - 12) * background.r + 4) * background.r; |
michael@0 | 381 | else |
michael@0 | 382 | D = sqrt(background.r); |
michael@0 | 383 | if(output.r <= 0.5) |
michael@0 | 384 | retval.r = background.r - (1 - 2 * output.r) * background.r * (1 - background.r); |
michael@0 | 385 | else |
michael@0 | 386 | retval.r = background.r + (2 * output.r - 1) * (D - background.r); |
michael@0 | 387 | |
michael@0 | 388 | if(background.g <= 0.25) |
michael@0 | 389 | D = ((16 * background.g - 12) * background.g + 4) * background.g; |
michael@0 | 390 | else |
michael@0 | 391 | D = sqrt(background.g); |
michael@0 | 392 | if(output.g <= 0.5) |
michael@0 | 393 | retval.g = background.g - (1 - 2 * output.g) * background.g * (1 - background.g); |
michael@0 | 394 | else |
michael@0 | 395 | retval.g = background.g + (2 * output.g - 1) * (D - background.g); |
michael@0 | 396 | |
michael@0 | 397 | if(background.b <= 0.25) |
michael@0 | 398 | D = ((16 * background.b - 12) * background.b + 4) * background.b; |
michael@0 | 399 | else |
michael@0 | 400 | D = sqrt(background.b); |
michael@0 | 401 | |
michael@0 | 402 | if(output.b <= 0.5) |
michael@0 | 403 | retval.b = background.b - (1 - 2 * output.b) * background.b * (1 - background.b); |
michael@0 | 404 | else |
michael@0 | 405 | retval.b = background.b + (2 * output.b - 1) * (D - background.b); |
michael@0 | 406 | } else if(blendop == 10) { |
michael@0 | 407 | retval.rgb = abs(output.rgb - background.rgb); |
michael@0 | 408 | } else { |
michael@0 | 409 | retval.rgb = output.rgb + background.rgb - 2 * output.rgb * background.rgb; |
michael@0 | 410 | } |
michael@0 | 411 | |
michael@0 | 412 | output.rgb = ((1 - background.a) * output.rgb + background.a * retval.rgb) * output.a; |
michael@0 | 413 | return output; |
michael@0 | 414 | } |
michael@0 | 415 | |
michael@0 | 416 | float4 SampleBlendTextureNonSeparablePS( VS_OUTPUT In) : SV_Target |
michael@0 | 417 | { |
michael@0 | 418 | float4 output = tex.Sample(sSampler, In.TexCoord); |
michael@0 | 419 | float4 background = bcktex.Sample(sBckSampler, In.TexCoord); |
michael@0 | 420 | if((output.a == 0) || (background.a == 0)) |
michael@0 | 421 | return output; |
michael@0 | 422 | |
michael@0 | 423 | output.rgb /= output.a; |
michael@0 | 424 | background.rgb /= background.a; |
michael@0 | 425 | |
michael@0 | 426 | float4 retval = output; |
michael@0 | 427 | |
michael@0 | 428 | if(blendop == 12) { |
michael@0 | 429 | retval.rgb = SetLum(SetSat(output.rgb, Sat(background.rgb)), Lum(background.rgb)); |
michael@0 | 430 | } else if(blendop == 13) { |
michael@0 | 431 | retval.rgb = SetLum(SetSat(background.rgb, Sat(output.rgb)), Lum(background.rgb)); |
michael@0 | 432 | } else if(blendop == 14) { |
michael@0 | 433 | retval.rgb = SetLum(output.rgb, Lum(background.rgb)); |
michael@0 | 434 | } else { |
michael@0 | 435 | retval.rgb = SetLum(background.rgb, Lum(output.rgb)); |
michael@0 | 436 | } |
michael@0 | 437 | |
michael@0 | 438 | output.rgb = ((1 - background.a) * output.rgb + background.a * retval.rgb) * output.a; |
michael@0 | 439 | return output; |
michael@0 | 440 | } |
michael@0 | 441 | |
michael@0 | 442 | |
michael@0 | 443 | float4 SampleTexturePS( VS_OUTPUT In) : SV_Target |
michael@0 | 444 | { |
michael@0 | 445 | return tex.Sample(sSampler, In.TexCoord); |
michael@0 | 446 | } |
michael@0 | 447 | |
michael@0 | 448 | float4 SampleMaskTexturePS( VS_OUTPUT In) : SV_Target |
michael@0 | 449 | { |
michael@0 | 450 | return tex.Sample(sSampler, In.TexCoord) * mask.Sample(sMaskSampler, In.MaskTexCoord).a; |
michael@0 | 451 | } |
michael@0 | 452 | |
michael@0 | 453 | float4 SampleRadialGradientPS(VS_RADIAL_OUTPUT In, uniform sampler aSampler) : SV_Target |
michael@0 | 454 | { |
michael@0 | 455 | // Radial gradient painting is defined as the set of circles whose centers |
michael@0 | 456 | // are described by C(t) = (C2 - C1) * t + C1; with radii |
michael@0 | 457 | // R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the |
michael@0 | 458 | // quadratic equation that arises when calculating t for pixel (x, y). |
michael@0 | 459 | // |
michael@0 | 460 | // A more extensive derrivation can be found in the pixman radial gradient |
michael@0 | 461 | // code. |
michael@0 | 462 | |
michael@0 | 463 | float2 p = In.PixelCoord; |
michael@0 | 464 | float3 dp = float3(p - center1, radius1); |
michael@0 | 465 | |
michael@0 | 466 | // dpx * dcx + dpy * dcy + r * dr |
michael@0 | 467 | float B = dot(dp, diff); |
michael@0 | 468 | |
michael@0 | 469 | float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1; |
michael@0 | 470 | |
michael@0 | 471 | float det = pow(B, 2) - A * C; |
michael@0 | 472 | |
michael@0 | 473 | if (det < 0) { |
michael@0 | 474 | return float4(0, 0, 0, 0); |
michael@0 | 475 | } |
michael@0 | 476 | |
michael@0 | 477 | float sqrt_det = sqrt(abs(det)); |
michael@0 | 478 | |
michael@0 | 479 | float2 t = (B + float2(sqrt_det, -sqrt_det)) / A; |
michael@0 | 480 | |
michael@0 | 481 | float2 isValid = step(float2(-radius1, -radius1), t * diff.z); |
michael@0 | 482 | |
michael@0 | 483 | if (max(isValid.x, isValid.y) <= 0) { |
michael@0 | 484 | return float4(0, 0, 0, 0); |
michael@0 | 485 | } |
michael@0 | 486 | |
michael@0 | 487 | float upper_t = lerp(t.y, t.x, isValid.x); |
michael@0 | 488 | |
michael@0 | 489 | float4 output = tex.Sample(aSampler, float2(upper_t, 0.5)); |
michael@0 | 490 | // Premultiply |
michael@0 | 491 | output.rgb *= output.a; |
michael@0 | 492 | // Multiply the output color by the input mask for the operation. |
michael@0 | 493 | output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a; |
michael@0 | 494 | return output; |
michael@0 | 495 | }; |
michael@0 | 496 | |
michael@0 | 497 | float4 SampleRadialGradientA0PS( VS_RADIAL_OUTPUT In, uniform sampler aSampler ) : SV_Target |
michael@0 | 498 | { |
michael@0 | 499 | // This simpler shader is used for the degenerate case where A is 0, |
michael@0 | 500 | // i.e. we're actually solving a linear equation. |
michael@0 | 501 | |
michael@0 | 502 | float2 p = In.PixelCoord; |
michael@0 | 503 | float3 dp = float3(p - center1, radius1); |
michael@0 | 504 | |
michael@0 | 505 | // dpx * dcx + dpy * dcy + r * dr |
michael@0 | 506 | float B = dot(dp, diff); |
michael@0 | 507 | |
michael@0 | 508 | float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2); |
michael@0 | 509 | |
michael@0 | 510 | float t = 0.5 * C / B; |
michael@0 | 511 | |
michael@0 | 512 | if (-radius1 >= t * diff.z) { |
michael@0 | 513 | return float4(0, 0, 0, 0); |
michael@0 | 514 | } |
michael@0 | 515 | |
michael@0 | 516 | float4 output = tex.Sample(aSampler, float2(t, 0.5)); |
michael@0 | 517 | // Premultiply |
michael@0 | 518 | output.rgb *= output.a; |
michael@0 | 519 | // Multiply the output color by the input mask for the operation. |
michael@0 | 520 | output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a; |
michael@0 | 521 | return output; |
michael@0 | 522 | }; |
michael@0 | 523 | |
michael@0 | 524 | float4 SampleShadowHPS( VS_OUTPUT In) : SV_Target |
michael@0 | 525 | { |
michael@0 | 526 | float outputStrength = 0; |
michael@0 | 527 | |
michael@0 | 528 | outputStrength += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].x, In.TexCoord.y)).a; |
michael@0 | 529 | outputStrength += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].y, In.TexCoord.y)).a; |
michael@0 | 530 | outputStrength += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].z, In.TexCoord.y)).a; |
michael@0 | 531 | outputStrength += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].w, In.TexCoord.y)).a; |
michael@0 | 532 | outputStrength += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].x, In.TexCoord.y)).a; |
michael@0 | 533 | outputStrength += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].y, In.TexCoord.y)).a; |
michael@0 | 534 | outputStrength += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].z, In.TexCoord.y)).a; |
michael@0 | 535 | outputStrength += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].w, In.TexCoord.y)).a; |
michael@0 | 536 | outputStrength += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[2].x, In.TexCoord.y)).a; |
michael@0 | 537 | |
michael@0 | 538 | return ShadowColor * outputStrength; |
michael@0 | 539 | }; |
michael@0 | 540 | |
michael@0 | 541 | float4 SampleShadowVPS( VS_OUTPUT In) : SV_Target |
michael@0 | 542 | { |
michael@0 | 543 | float4 outputColor = float4(0, 0, 0, 0); |
michael@0 | 544 | |
michael@0 | 545 | outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x)); |
michael@0 | 546 | outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y)); |
michael@0 | 547 | outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z)); |
michael@0 | 548 | outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w)); |
michael@0 | 549 | outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x)); |
michael@0 | 550 | outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y)); |
michael@0 | 551 | outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z)); |
michael@0 | 552 | outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w)); |
michael@0 | 553 | outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x)); |
michael@0 | 554 | |
michael@0 | 555 | return outputColor; |
michael@0 | 556 | }; |
michael@0 | 557 | |
michael@0 | 558 | float4 SampleMaskShadowVPS( VS_OUTPUT In) : SV_Target |
michael@0 | 559 | { |
michael@0 | 560 | float4 outputColor = float4(0, 0, 0, 0); |
michael@0 | 561 | |
michael@0 | 562 | outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x)); |
michael@0 | 563 | outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y)); |
michael@0 | 564 | outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z)); |
michael@0 | 565 | outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w)); |
michael@0 | 566 | outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x)); |
michael@0 | 567 | outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y)); |
michael@0 | 568 | outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z)); |
michael@0 | 569 | outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w)); |
michael@0 | 570 | outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x)); |
michael@0 | 571 | |
michael@0 | 572 | return outputColor * mask.Sample(sMaskSampler, In.MaskTexCoord).a; |
michael@0 | 573 | }; |
michael@0 | 574 | |
michael@0 | 575 | PS_TEXT_OUTPUT SampleTextTexturePS( VS_OUTPUT In) : SV_Target |
michael@0 | 576 | { |
michael@0 | 577 | PS_TEXT_OUTPUT output; |
michael@0 | 578 | output.color = float4(TextColor.r, TextColor.g, TextColor.b, 1.0); |
michael@0 | 579 | output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a; |
michael@0 | 580 | return output; |
michael@0 | 581 | }; |
michael@0 | 582 | |
michael@0 | 583 | PS_TEXT_OUTPUT SampleTextTexturePSMasked( VS_OUTPUT In) : SV_Target |
michael@0 | 584 | { |
michael@0 | 585 | PS_TEXT_OUTPUT output; |
michael@0 | 586 | |
michael@0 | 587 | float maskValue = mask.Sample(sMaskSampler, In.MaskTexCoord).a; |
michael@0 | 588 | |
michael@0 | 589 | output.color = float4(TextColor.r, TextColor.g, TextColor.b, 1.0); |
michael@0 | 590 | output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a * maskValue; |
michael@0 | 591 | |
michael@0 | 592 | return output; |
michael@0 | 593 | }; |
michael@0 | 594 | |
michael@0 | 595 | technique10 SampleTexture |
michael@0 | 596 | { |
michael@0 | 597 | pass P0 |
michael@0 | 598 | { |
michael@0 | 599 | SetRasterizerState(TextureRast); |
michael@0 | 600 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 601 | SetGeometryShader(NULL); |
michael@0 | 602 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTexturePS())); |
michael@0 | 603 | } |
michael@0 | 604 | } |
michael@0 | 605 | |
michael@0 | 606 | technique10 SampleTextureForSeparableBlending_1 |
michael@0 | 607 | { |
michael@0 | 608 | pass P0 |
michael@0 | 609 | { |
michael@0 | 610 | SetRasterizerState(TextureRast); |
michael@0 | 611 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 612 | SetGeometryShader(NULL); |
michael@0 | 613 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleBlendTextureSeparablePS_1())); |
michael@0 | 614 | } |
michael@0 | 615 | } |
michael@0 | 616 | |
michael@0 | 617 | technique10 SampleTextureForSeparableBlending_2 |
michael@0 | 618 | { |
michael@0 | 619 | pass P0 |
michael@0 | 620 | { |
michael@0 | 621 | SetRasterizerState(TextureRast); |
michael@0 | 622 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 623 | SetGeometryShader(NULL); |
michael@0 | 624 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleBlendTextureSeparablePS_2())); |
michael@0 | 625 | } |
michael@0 | 626 | } |
michael@0 | 627 | |
michael@0 | 628 | technique10 SampleTextureForNonSeparableBlending |
michael@0 | 629 | { |
michael@0 | 630 | pass P0 |
michael@0 | 631 | { |
michael@0 | 632 | SetRasterizerState(TextureRast); |
michael@0 | 633 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 634 | SetGeometryShader(NULL); |
michael@0 | 635 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleBlendTextureNonSeparablePS())); |
michael@0 | 636 | } |
michael@0 | 637 | } |
michael@0 | 638 | |
michael@0 | 639 | technique10 SampleRadialGradient |
michael@0 | 640 | { |
michael@0 | 641 | pass APos |
michael@0 | 642 | { |
michael@0 | 643 | SetRasterizerState(TextureRast); |
michael@0 | 644 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); |
michael@0 | 645 | SetGeometryShader(NULL); |
michael@0 | 646 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sSampler ))); |
michael@0 | 647 | } |
michael@0 | 648 | pass A0 |
michael@0 | 649 | { |
michael@0 | 650 | SetRasterizerState(TextureRast); |
michael@0 | 651 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); |
michael@0 | 652 | SetGeometryShader(NULL); |
michael@0 | 653 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sSampler ))); |
michael@0 | 654 | } |
michael@0 | 655 | pass APosWrap |
michael@0 | 656 | { |
michael@0 | 657 | SetRasterizerState(TextureRast); |
michael@0 | 658 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); |
michael@0 | 659 | SetGeometryShader(NULL); |
michael@0 | 660 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sWrapSampler ))); |
michael@0 | 661 | } |
michael@0 | 662 | pass A0Wrap |
michael@0 | 663 | { |
michael@0 | 664 | SetRasterizerState(TextureRast); |
michael@0 | 665 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); |
michael@0 | 666 | SetGeometryShader(NULL); |
michael@0 | 667 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sWrapSampler ))); |
michael@0 | 668 | } |
michael@0 | 669 | pass APosMirror |
michael@0 | 670 | { |
michael@0 | 671 | SetRasterizerState(TextureRast); |
michael@0 | 672 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); |
michael@0 | 673 | SetGeometryShader(NULL); |
michael@0 | 674 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sMirrorSampler ))); |
michael@0 | 675 | } |
michael@0 | 676 | pass A0Mirror |
michael@0 | 677 | { |
michael@0 | 678 | SetRasterizerState(TextureRast); |
michael@0 | 679 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS())); |
michael@0 | 680 | SetGeometryShader(NULL); |
michael@0 | 681 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sMirrorSampler ))); |
michael@0 | 682 | } |
michael@0 | 683 | } |
michael@0 | 684 | |
michael@0 | 685 | technique10 SampleMaskedTexture |
michael@0 | 686 | { |
michael@0 | 687 | pass P0 |
michael@0 | 688 | { |
michael@0 | 689 | SetRasterizerState(TextureRast); |
michael@0 | 690 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 691 | SetGeometryShader(NULL); |
michael@0 | 692 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskTexturePS())); |
michael@0 | 693 | } |
michael@0 | 694 | } |
michael@0 | 695 | |
michael@0 | 696 | technique10 SampleTextureWithShadow |
michael@0 | 697 | { |
michael@0 | 698 | // Horizontal pass |
michael@0 | 699 | pass P0 |
michael@0 | 700 | { |
michael@0 | 701 | SetRasterizerState(TextureRast); |
michael@0 | 702 | SetBlendState(ShadowBlendH, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff); |
michael@0 | 703 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 704 | SetGeometryShader(NULL); |
michael@0 | 705 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowHPS())); |
michael@0 | 706 | } |
michael@0 | 707 | // Vertical pass |
michael@0 | 708 | pass P1 |
michael@0 | 709 | { |
michael@0 | 710 | SetRasterizerState(TextureRast); |
michael@0 | 711 | SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff); |
michael@0 | 712 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 713 | SetGeometryShader(NULL); |
michael@0 | 714 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowVPS())); |
michael@0 | 715 | } |
michael@0 | 716 | // Vertical pass - used when using a mask |
michael@0 | 717 | pass P2 |
michael@0 | 718 | { |
michael@0 | 719 | SetRasterizerState(TextureRast); |
michael@0 | 720 | SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff); |
michael@0 | 721 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 722 | SetGeometryShader(NULL); |
michael@0 | 723 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskShadowVPS())); |
michael@0 | 724 | } |
michael@0 | 725 | } |
michael@0 | 726 | |
michael@0 | 727 | technique10 SampleTextTexture |
michael@0 | 728 | { |
michael@0 | 729 | pass Unmasked |
michael@0 | 730 | { |
michael@0 | 731 | SetRasterizerState(TextureRast); |
michael@0 | 732 | SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); |
michael@0 | 733 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 734 | SetGeometryShader(NULL); |
michael@0 | 735 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePS())); |
michael@0 | 736 | } |
michael@0 | 737 | pass Masked |
michael@0 | 738 | { |
michael@0 | 739 | SetRasterizerState(TextureRast); |
michael@0 | 740 | SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); |
michael@0 | 741 | SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS())); |
michael@0 | 742 | SetGeometryShader(NULL); |
michael@0 | 743 | SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePSMasked())); |
michael@0 | 744 | } |
michael@0 | 745 | } |
michael@0 | 746 |