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//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
sampler2D tex : s0;
uniform float4 mult : c0;
uniform float4 add : c1;
// Passthrough Pixel Shader
// Outputs texture 0 sampled at texcoord 0.
float4 passthroughps(float4 texcoord : TEXCOORD0) : COLOR
{
return tex2D(tex, texcoord.xy);
};
// Luminance Conversion Pixel Shader
// Performs a mad operation using the LA data from the texture with mult.xw and add.xw.
// Returns data in the form of llla
float4 luminanceps(float4 texcoord : TEXCOORD0) : COLOR
{
return (tex2D(tex, texcoord.xy).xw * mult.xw + add.xw).xxxy;
};
float4 luminancepremultps(float4 texcoord : TEXCOORD0) : COLOR
{
float4 luma = tex2D(tex, texcoord.xy).xxxw;
luma.rgb *= luma.a;
return luma * mult + add;
};
float4 luminanceunmultps(float4 texcoord : TEXCOORD0) : COLOR
{
float4 luma = tex2D(tex, texcoord.xy).xxxw;
if (luma.a > 0.0f)
{
luma.rgb /= luma.a;
}
return luma * mult + add;
};
// RGB/A Component Mask Pixel Shader
// Performs a mad operation using the texture's RGBA data with mult.xyzw and add.xyzw.
// Returns data in the form of rgba
float4 componentmaskps(float4 texcoord : TEXCOORD0) : COLOR
{
return tex2D(tex, texcoord.xy) * mult + add;
};
float4 componentmaskpremultps(float4 texcoord : TEXCOORD0) : COLOR
{
float4 color = tex2D(tex, texcoord.xy);
color.rgb *= color.a;
return color * mult + add;
};
float4 componentmaskunmultps(float4 texcoord : TEXCOORD0) : COLOR
{
float4 color = tex2D(tex, texcoord.xy);
if (color.a > 0.0f)
{
color.rgb /= color.a;
}
return color * mult + add;
};
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