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; }