diff options
author | Miguel Costa <miguel.costa@qt.io> | 2018-06-26 16:56:45 +0200 |
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committer | Andre de la Rocha <andre.rocha@qt.io> | 2018-10-13 21:36:35 +0000 |
commit | 0a7aebadfbb3534284546aa3ca8612314c08f136 (patch) | |
tree | e94ee33ae3bb9b96fc3047c6455d47ac4920bfbf /src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl | |
parent | 656e89f875ad2008ca16cc673b687a22daa294c9 (diff) |
Update ANGLE to chromium/3280
Change-Id: I0802c0d7486f772d361f87a544d6c5af937f4ca1
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@qt.io>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl | 131 |
1 files changed, 131 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl new file mode 100644 index 0000000000..0d10b8eafa --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl @@ -0,0 +1,131 @@ +Texture2D<float4> TextureF : register(t0); +Texture2D<uint4> TextureUI : register(t0); + +SamplerState Sampler : register(s0); + +// Notation: +// PM: premultiply, UM: unmulitply, PT: passthrough +// F: float, U: uint + +// Float to float LUMA +float4 PS_FtoF_PM_LUMA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + color.rgb = color.r * color.a; + color.a = 1.0f; + return color; +} +float4 PS_FtoF_UM_LUMA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + if (color.a > 0.0f) + { + color.rgb = color.r / color.a; + } + color.a = 1.0f; + return color; +} + +// Float to float LUMAALPHA +float4 PS_FtoF_PM_LUMAALPHA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + color.rgb = color.r * color.a; + return color; +} + +float4 PS_FtoF_UM_LUMAALPHA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + if (color.a > 0.0f) + { + color.rgb = color.r / color.a; + } + return color; +} + +// Float to float RGBA +float4 PS_FtoF_PM_RGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + color.rgb *= color.a; + return color; +} + +float4 PS_FtoF_UM_RGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + if (color.a > 0.0f) + { + color.rgb /= color.a; + } + return color; +} + +// Float to float RGB +float4 PS_FtoF_PM_RGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + color.rgb *= color.a; + color.a = 1.0f; + return color; +} + +float4 PS_FtoF_UM_RGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + if (color.a > 0.0f) + { + color.rgb /= color.a; + } + color.a = 1.0f; + return color; +} + +// Float to uint RGBA +uint4 PS_FtoU_PT_RGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + return uint4(color * 255); +} + +uint4 PS_FtoU_PM_RGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + color.rgb *= color.a; + return uint4(color * 255); +} + +uint4 PS_FtoU_UM_RGBA(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + if (color.a > 0.0f) + { + color.rgb /= color.a; + } + return uint4(color * 255); +} + +// Float to uint RGB +uint4 PS_FtoU_PT_RGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + return uint4(color.rgb * 255, 1); +} + +uint4 PS_FtoU_PM_RGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + color.rgb *= color.a; + return uint4(color.rgb * 255, 1); +} + +uint4 PS_FtoU_UM_RGB(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGET0 +{ + float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; + if (color.a > 0.0f) + { + color.rgb /= color.a; + } + return uint4(color.rgb * 255, 1); +} |