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-rw-r--r--src/plugins/scenegraph/d3d12/shaders/textmask.hlsl104
1 files changed, 0 insertions, 104 deletions
diff --git a/src/plugins/scenegraph/d3d12/shaders/textmask.hlsl b/src/plugins/scenegraph/d3d12/shaders/textmask.hlsl
deleted file mode 100644
index bb9381e7c0..0000000000
--- a/src/plugins/scenegraph/d3d12/shaders/textmask.hlsl
+++ /dev/null
@@ -1,104 +0,0 @@
-struct VSInput
-{
- float4 position : POSITION;
- float2 coord : TEXCOORD0;
-};
-
-cbuffer ConstantBuffer : register(b0)
-{
- float4x4 mvp;
- float2 textureScale;
- float dpr;
- float color; // for TextMask24 and 32
- float4 colorVec; // for TextMask8 and Styled and Outlined
- float2 shift; // for Styled
- float4 styleColor; // for Styled and Outlined
-};
-
-struct PSInput
-{
- float4 position : SV_POSITION;
- float2 coord : TEXCOORD0;
-};
-
-Texture2D tex : register(t0);
-SamplerState samp : register(s0);
-
-PSInput VS_TextMask(VSInput input)
-{
- PSInput result;
- result.position = mul(mvp, floor(input.position * dpr + 0.5) / dpr);
- result.coord = input.coord * textureScale;
- return result;
-}
-
-float4 PS_TextMask24(PSInput input) : SV_TARGET
-{
- float4 glyph = tex.Sample(samp, input.coord);
- return float4(glyph.rgb * color, glyph.a);
-}
-
-float4 PS_TextMask32(PSInput input) : SV_TARGET
-{
- return tex.Sample(samp, input.coord) * color;
-}
-
-float4 PS_TextMask8(PSInput input) : SV_TARGET
-{
- return colorVec * tex.Sample(samp, input.coord).a;
-}
-
-struct StyledPSInput
-{
- float4 position : SV_POSITION;
- float2 coord : TEXCOORD0;
- float2 shiftedCoord : TEXCOORD1;
-};
-
-StyledPSInput VS_StyledText(VSInput input)
-{
- StyledPSInput result;
- result.position = mul(mvp, floor(input.position * dpr + 0.5) / dpr);
- result.coord = input.coord * textureScale;
- result.shiftedCoord = (input.coord - shift) * textureScale;
- return result;
-}
-
-float4 PS_StyledText(StyledPSInput input) : SV_TARGET
-{
- float glyph = tex.Sample(samp, input.coord).a;
- float style = clamp(tex.Sample(samp, input.shiftedCoord).a - glyph, 0.0, 1.0);
- return style * styleColor + glyph * colorVec;
-}
-
-struct OutlinedPSInput
-{
- float4 position : SV_POSITION;
- float2 coord : TEXCOORD0;
- float2 coordUp : TEXCOORD1;
- float2 coordDown : TEXCOORD2;
- float2 coordLeft : TEXCOORD3;
- float2 coordRight : TEXCOORD4;
-};
-
-OutlinedPSInput VS_OutlinedText(VSInput input)
-{
- OutlinedPSInput result;
- result.position = mul(mvp, floor(input.position * dpr + 0.5) / dpr);
- result.coord = input.coord * textureScale;
- result.coordUp = (input.coord - float2(0.0, -1.0)) * textureScale;
- result.coordDown = (input.coord - float2(0.0, 1.0)) * textureScale;
- result.coordLeft = (input.coord - float2(-1.0, 0.0)) * textureScale;
- result.coordRight = (input.coord - float2(1.0, 0.0)) * textureScale;
- return result;
-}
-
-float4 PS_OutlinedText(OutlinedPSInput input) : SV_TARGET
-{
- float glyph = tex.Sample(samp, input.coord).a;
- float outline = clamp(clamp(tex.Sample(samp, input.coordUp).a
- + tex.Sample(samp, input.coordDown).a
- + tex.Sample(samp, input.coordLeft).a
- + tex.Sample(samp, input.coordRight).a, 0.0, 1.0) - glyph, 0.0, 1.0);
- return outline * styleColor + glyph * colorVec;
-}