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1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- |
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2 * This Source Code Form is subject to the terms of the Mozilla Public |
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3 * License, v. 2.0. If a copy of the MPL was not distributed with this |
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4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ |
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5 |
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6 Texture2D InputTexture : register(t0); |
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7 SamplerState InputSampler : register(s0); |
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8 Texture2D GradientTexture : register(t1); |
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9 SamplerState GradientSampler : register(s1); |
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10 |
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11 cbuffer constants : register(b0) |
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12 { |
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13 // Precalculate as much as we can! |
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14 float3 diff : packoffset(c0.x); |
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15 float2 center1 : packoffset(c1.x); |
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16 float A : packoffset(c1.z); |
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17 float radius1 : packoffset(c1.w); |
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18 float sq_radius1 : packoffset(c2.x); |
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19 float3x2 transform : packoffset(c3.x); |
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20 } |
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21 |
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22 float4 SampleRadialGradientPS( |
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23 float4 clipSpaceOutput : SV_POSITION, |
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24 float4 sceneSpaceOutput : SCENE_POSITION, |
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25 float4 texelSpaceInput0 : TEXCOORD0 |
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26 ) : SV_Target |
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27 { |
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28 // Radial gradient painting is defined as the set of circles whose centers |
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29 // are described by C(t) = (C2 - C1) * t + C1; with radii |
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30 // R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the |
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31 // quadratic equation that arises when calculating t for pixel (x, y). |
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32 // |
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33 // A more extensive derrivation can be found in the pixman radial gradient |
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34 // code. |
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35 |
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36 float2 p = float2(sceneSpaceOutput.x * transform._11 + sceneSpaceOutput.y * transform._21 + transform._31, |
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37 sceneSpaceOutput.x * transform._12 + sceneSpaceOutput.y * transform._22 + transform._32); |
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38 float3 dp = float3(p - center1, radius1); |
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39 |
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40 // dpx * dcx + dpy * dcy + r * dr |
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41 float B = dot(dp, diff); |
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42 |
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43 float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1; |
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44 |
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45 float det = pow(B, 2) - A * C; |
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46 |
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47 float sqrt_det = sqrt(abs(det)); |
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48 |
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49 float2 t = (B + float2(sqrt_det, -sqrt_det)) / A; |
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50 |
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51 float2 isValid = step(float2(-radius1, -radius1), t * diff.z); |
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52 |
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53 float upper_t = lerp(t.y, t.x, isValid.x); |
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54 |
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55 float4 output = GradientTexture.Sample(GradientSampler, float2(upper_t, 0.5)); |
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56 // Premultiply |
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57 output.rgb *= output.a; |
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58 // Multiply the output color by the input mask for the operation. |
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59 output *= InputTexture.Sample(InputSampler, texelSpaceInput0.xy); |
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60 |
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61 // In order to compile for PS_4_0_level_9_3 we need to be branchless. |
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62 // This is essentially returning nothing, i.e. bailing early if: |
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63 // det < 0 || max(isValid.x, isValid.y) <= 0 |
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64 return output * abs(step(max(isValid.x, isValid.y), 0) - 1.0f) * step(0, det); |
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65 }; |
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66 |
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67 float4 SampleRadialGradientA0PS( |
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68 float4 clipSpaceOutput : SV_POSITION, |
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69 float4 sceneSpaceOutput : SCENE_POSITION, |
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70 float4 texelSpaceInput0 : TEXCOORD0 |
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71 ) : SV_Target |
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72 { |
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73 // This simpler shader is used for the degenerate case where A is 0, |
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74 // i.e. we're actually solving a linear equation. |
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75 |
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76 float2 p = float2(sceneSpaceOutput.x * transform._11 + sceneSpaceOutput.y * transform._21 + transform._31, |
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77 sceneSpaceOutput.x * transform._12 + sceneSpaceOutput.y * transform._22 + transform._32); |
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78 float3 dp = float3(p - center1, radius1); |
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79 |
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80 // dpx * dcx + dpy * dcy + r * dr |
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81 float B = dot(dp, diff); |
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82 |
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83 float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2); |
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84 |
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85 float t = 0.5 * C / B; |
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86 |
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87 float4 output = GradientTexture.Sample(GradientSampler, float2(t, 0.5)); |
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88 // Premultiply |
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89 output.rgb *= output.a; |
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90 // Multiply the output color by the input mask for the operation. |
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91 output *= InputTexture.Sample(InputSampler, texelSpaceInput0.xy); |
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92 |
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93 // In order to compile for PS_4_0_level_9_3 we need to be branchless. |
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94 // This is essentially returning nothing, i.e. bailing early if: |
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95 // -radius1 >= t * diff.z |
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96 return output * abs(step(t * diff.z, -radius1) - 1.0f); |
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97 }; |