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Diffstat (limited to 'src/plugins/scenegraph/d3d12/shaders/smoothcolor.hlsl')
-rw-r--r--src/plugins/scenegraph/d3d12/shaders/smoothcolor.hlsl64
1 files changed, 64 insertions, 0 deletions
diff --git a/src/plugins/scenegraph/d3d12/shaders/smoothcolor.hlsl b/src/plugins/scenegraph/d3d12/shaders/smoothcolor.hlsl
new file mode 100644
index 0000000000..4f69eea60f
--- /dev/null
+++ b/src/plugins/scenegraph/d3d12/shaders/smoothcolor.hlsl
@@ -0,0 +1,64 @@
+struct VSInput
+{
+ float4 position : POSITION;
+ float4 color : COLOR;
+ float2 offset : TEXCOORD0;
+};
+
+cbuffer ConstantBuffer : register(b0)
+{
+ float4x4 mvp;
+ float opacity;
+ float2 pixelSize;
+};
+
+struct PSInput
+{
+ float4 position : SV_POSITION;
+ float4 color : COLOR;
+};
+
+PSInput VS_SmoothColor(VSInput input)
+{
+ PSInput result;
+
+ float4 pos = mul(mvp, input.position);
+
+ if (input.offset.x != 0.0) {
+ // In HLSL matrix packing is column-major by default (which is good) but the math is row-major (unlike GLSL).
+ float4 delta = float4(mvp._11, mvp._21, mvp._31, mvp._41) * input.offset.x;
+ float2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ float2 ndir = 0.5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ float numerator = dot(dir, ndir * pos.w * pos.w);
+ float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ pos += scale * delta;
+ }
+
+ if (input.offset.y != 0.0) {
+ float4 delta = float4(mvp._12, mvp._22, mvp._32, mvp._42) * input.offset.y;
+ float2 dir = delta.xy * pos.w - pos.xy * delta.w;
+ float2 ndir = 0.5 * pixelSize * normalize(dir / pixelSize);
+ dir -= ndir * delta.w * pos.w;
+ float numerator = dot(dir, ndir * pos.w * pos.w);
+ float scale = 0.0;
+ if (numerator < 0.0)
+ scale = 1.0;
+ else
+ scale = min(1.0, numerator / dot(dir, dir));
+ pos += scale * delta;
+ }
+
+ result.position = pos;
+ result.color = input.color * opacity;
+ return result;
+}
+
+float4 PS_SmoothColor(PSInput input) : SV_TARGET
+{
+ return input.color;
+}