diff options
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, 0 insertions, 131 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 deleted file mode 100644 index 0d10b8eafa..0000000000 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/shaders/MultiplyAlpha.hlsl +++ /dev/null @@ -1,131 +0,0 @@ -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); -} |