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// We store vertex coordinates and the quad shape in a constant buffer, this is
// easy to update and allows us to use a single call to set the x, y, w, h of
// the quad.
// The QuadDesc and TexCoords both work as follows:
// The x component is the quad left point, the y component is the top point
// the z component is the width, and the w component is the height. The quad
// are specified in viewport coordinates, i.e. { -1.0f, 1.0f, 2.0f, -2.0f }
// would cover the entire viewport (which runs from <-1.0f, 1.0f> left to right
// and <-1.0f, 1.0f> -bottom- to top. The TexCoords desc is specified in texture
// space <0, 1.0f> left to right and top to bottom. The input vertices of the
// shader stage always form a rectangle from {0, 0} - {1, 1}
cbuffer cb0
{
float4 QuadDesc;
float4 TexCoords;
float4 MaskTexCoords;
float4 TextColor;
}
cbuffer cb1
{
float4 BlurOffsetsH[3];
float4 BlurOffsetsV[3];
float4 BlurWeights[3];
float4 ShadowColor;
}
cbuffer cb2
{
float3x3 DeviceSpaceToUserSpace;
float2 dimensions;
// Precalculate as much as we can!
float3 diff;
float2 center1;
float A;
float radius1;
float sq_radius1;
}
cbuffer cb3
{
float3x3 DeviceSpaceToUserSpace_cb3;
float2 dimensions_cb3;
float2 center;
float angle;
float start_offset;
float end_offset;
}
struct VS_OUTPUT
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float2 MaskTexCoord : TEXCOORD1;
};
struct VS_RADIAL_OUTPUT
{
float4 Position : SV_Position;
float2 MaskTexCoord : TEXCOORD0;
float2 PixelCoord : TEXCOORD1;
};
struct VS_CONIC_OUTPUT
{
float4 Position : SV_Position;
float2 MaskTexCoord : TEXCOORD0;
float2 PixelCoord : TEXCOORD1;
};
struct PS_TEXT_OUTPUT
{
float4 color;
float4 alpha;
};
Texture2D tex;
Texture2D bcktex;
Texture2D mask;
uint blendop;
sampler sSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = tex;
AddressU = Clamp;
AddressV = Clamp;
};
sampler sBckSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = bcktex;
AddressU = Clamp;
AddressV = Clamp;
};
sampler sWrapSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = tex;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sMirrorSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = tex;
AddressU = Mirror;
AddressV = Mirror;
};
sampler sMaskSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = mask;
AddressU = Clamp;
AddressV = Clamp;
};
sampler sShadowSampler = sampler_state {
Filter = MIN_MAG_MIP_LINEAR;
Texture = tex;
AddressU = Border;
AddressV = Border;
BorderColor = float4(0, 0, 0, 0);
};
RasterizerState TextureRast
{
ScissorEnable = True;
CullMode = None;
};
BlendState ShadowBlendH
{
BlendEnable[0] = False;
RenderTargetWriteMask[0] = 0xF;
};
BlendState ShadowBlendV
{
BlendEnable[0] = True;
SrcBlend = One;
DestBlend = Inv_Src_Alpha;
BlendOp = Add;
SrcBlendAlpha = One;
DestBlendAlpha = Inv_Src_Alpha;
BlendOpAlpha = Add;
RenderTargetWriteMask[0] = 0xF;
};
BlendState bTextBlend
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = TRUE;
SrcBlend = Src1_Color;
DestBlend = Inv_Src1_Color;
BlendOp = Add;
SrcBlendAlpha = Src1_Alpha;
DestBlendAlpha = Inv_Src1_Alpha;
BlendOpAlpha = Add;
RenderTargetWriteMask[0] = 0x0F; // All
};
VS_OUTPUT SampleTextureVS(float3 pos : POSITION)
{
VS_OUTPUT Output;
Output.Position.w = 1.0f;
Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
Output.Position.z = 0;
Output.TexCoord.x = pos.x * TexCoords.z + TexCoords.x;
Output.TexCoord.y = pos.y * TexCoords.w + TexCoords.y;
Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
return Output;
}
VS_RADIAL_OUTPUT SampleRadialVS(float3 pos : POSITION)
{
VS_RADIAL_OUTPUT Output;
Output.Position.w = 1.0f;
Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
Output.Position.z = 0;
Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
// For the radial gradient pixel shader we need to pass in the pixel's
// coordinates in user space for the color to be correctly determined.
Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions.x;
Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions.y;
Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace).xy;
return Output;
}
VS_CONIC_OUTPUT SampleConicVS(float3 pos : POSITION)
{
VS_CONIC_OUTPUT Output;
Output.Position.w = 1.0f;
Output.Position.x = pos.x * QuadDesc.z + QuadDesc.x;
Output.Position.y = pos.y * QuadDesc.w + QuadDesc.y;
Output.Position.z = 0;
Output.MaskTexCoord.x = pos.x * MaskTexCoords.z + MaskTexCoords.x;
Output.MaskTexCoord.y = pos.y * MaskTexCoords.w + MaskTexCoords.y;
// For the conic gradient pixel shader we need to pass in the pixel's
// coordinates in user space for the color to be correctly determined.
Output.PixelCoord.x = ((Output.Position.x + 1.0f) / 2.0f) * dimensions_cb3.x;
Output.PixelCoord.y = ((1.0f - Output.Position.y) / 2.0f) * dimensions_cb3.y;
Output.PixelCoord.xy = mul(float3(Output.PixelCoord.x, Output.PixelCoord.y, 1.0f), DeviceSpaceToUserSpace_cb3).xy;
return Output;
}
float Screen(float a, float b)
{
return 1 - ((1 - a)*(1 - b));
}
static float RedLuminance = 0.3f;
static float GreenLuminance = 0.59f;
static float BlueLuminance = 0.11f;
float Lum(float3 C)
{
return RedLuminance * C.r + GreenLuminance * C.g + BlueLuminance * C.b;
}
float3 ClipColor(float3 C)
{
float L = Lum(C);
float n = min(min(C.r, C.g), C.b);
float x = max(max(C.r, C.g), C.b);
if(n < 0)
C = L + (((C - L) * L) / (L - n));
if(x > 1)
C = L + ((C - L) * (1 - L) / (x - L));
return C;
}
float3 SetLum(float3 C, float l)
{
float d = l - Lum(C);
C = C + d;
return ClipColor(C);
}
float Sat(float3 C)
{
return max(C.r, max(C.g, C.b)) - min(C.r, min(C.g, C.b));
}
void SetSatComponents(inout float minComp, inout float midComp, inout float maxComp, in float satVal)
{
midComp -= minComp;
maxComp -= minComp;
minComp = 0.0;
if (maxComp > 0.0)
{
midComp *= satVal/maxComp;
maxComp = satVal;
}
}
float3 SetSat(float3 color, in float satVal)
{
if (color.x <= color.y) {
if (color.y <= color.z) {
// x <= y <= z
SetSatComponents(color.x, color.y, color.z, satVal);
}
else {
if (color.x <= color.z) {
// x <= z <= y
SetSatComponents(color.x, color.z, color.y, satVal);
}
else {
// z <= x <= y
SetSatComponents(color.z, color.x, color.y, satVal);
}
}
}
else {
if (color.x <= color.z) {
// y <= x <= z
SetSatComponents(color.y, color.x, color.z, satVal);
}
else {
if (color.y <= color.z) {
// y <= z <= x
SetSatComponents(color.y, color.z, color.x, satVal);
}
else {
// z <= y <= x
SetSatComponents(color.z, color.y, color.x, satVal);
}
}
}
return color;
}
float4 SampleBlendTextureSeparablePS_1( VS_OUTPUT In) : SV_Target
{
float4 output = tex.Sample(sSampler, In.TexCoord);
float4 background = bcktex.Sample(sBckSampler, In.TexCoord);
if((output.a == 0) || (background.a == 0))
return output;
output.rgb /= output.a;
background.rgb /= background.a;
float4 retval = output;
if(blendop == 1) { // multiply
retval.rgb = output.rgb * background.rgb;
} else if(blendop == 2) {
retval.rgb = output.rgb + background.rgb - output.rgb * background.rgb;
} else if(blendop == 3) {
if(background.r <= 0.5)
retval.r = 2*background.r * output.r;
else
retval.r = Screen(output.r, 2 * background.r - 1);
if(background.g <= 0.5)
retval.g = 2 * background.g * output.g;
else
retval.g = Screen(output.g, 2 * background.g - 1);
if(background.b <= 0.5)
retval.b = 2 * background.b * output.b;
else
retval.b = Screen(output.b, 2 * background.b - 1);
} else if(blendop == 4) {
retval.rgb = min(output.rgb, background.rgb);
} else if(blendop == 5) {
retval.rgb = max(output.rgb, background.rgb);
} else {
if(background.r == 0)
retval.r = 0;
else
if(output.r == 1)
retval.r = 1;
else
retval.r = min(1, background.r / (1 - output.r));
if(background.g == 0)
retval.g = 0;
else
if(output.g == 1)
retval.g = 1;
else
retval.g = min(1, background.g / (1 - output.g));
if(background.b == 0)
retval.b = 0;
else
if(output.b == 1)
retval.b = 1;
else
retval.b = min(1, background.b / (1 - output.b));
}
output.rgb = ((1 - background.a) * output.rgb + background.a * retval.rgb) * output.a;
return output;
}
float4 SampleBlendTextureSeparablePS_2( VS_OUTPUT In) : SV_Target
{
float4 output = tex.Sample(sSampler, In.TexCoord);
float4 background = bcktex.Sample(sBckSampler, In.TexCoord);
if((output.a == 0) || (background.a == 0))
return output;
output.rgb /= output.a;
background.rgb /= background.a;
float4 retval = output;
if(blendop == 7) {
if(background.r == 1)
retval.r = 1;
else
if(output.r == 0)
retval.r = 0;
else
retval.r = 1 - min(1, (1 - background.r) / output.r);
if(background.g == 1)
retval.g = 1;
else
if(output.g == 0)
retval.g = 0;
else
retval.g = 1 - min(1, (1 - background.g) / output.g);
if(background.b == 1)
retval.b = 1;
else
if(output.b == 0)
retval.b = 0;
else
retval.b = 1 - min(1, (1 - background.b) / output.b);
} else if(blendop == 8) {
if(output.r <= 0.5)
retval.r = 2 * output.r * background.r;
else
retval.r = Screen(background.r, 2 * output.r -1);
if(output.g <= 0.5)
retval.g = 2 * output.g * background.g;
else
retval.g = Screen(background.g, 2 * output.g -1);
if(output.b <= 0.5)
retval.b = 2 * output.b * background.b;
else
retval.b = Screen(background.b, 2 * output.b -1);
} else if(blendop == 9){
float D;
if(background.r <= 0.25)
D = ((16 * background.r - 12) * background.r + 4) * background.r;
else
D = sqrt(background.r);
if(output.r <= 0.5)
retval.r = background.r - (1 - 2 * output.r) * background.r * (1 - background.r);
else
retval.r = background.r + (2 * output.r - 1) * (D - background.r);
if(background.g <= 0.25)
D = ((16 * background.g - 12) * background.g + 4) * background.g;
else
D = sqrt(background.g);
if(output.g <= 0.5)
retval.g = background.g - (1 - 2 * output.g) * background.g * (1 - background.g);
else
retval.g = background.g + (2 * output.g - 1) * (D - background.g);
if(background.b <= 0.25)
D = ((16 * background.b - 12) * background.b + 4) * background.b;
else
D = sqrt(background.b);
if(output.b <= 0.5)
retval.b = background.b - (1 - 2 * output.b) * background.b * (1 - background.b);
else
retval.b = background.b + (2 * output.b - 1) * (D - background.b);
} else if(blendop == 10) {
retval.rgb = abs(output.rgb - background.rgb);
} else {
retval.rgb = output.rgb + background.rgb - 2 * output.rgb * background.rgb;
}
output.rgb = ((1 - background.a) * output.rgb + background.a * retval.rgb) * output.a;
return output;
}
float4 SampleBlendTextureNonSeparablePS( VS_OUTPUT In) : SV_Target
{
float4 output = tex.Sample(sSampler, In.TexCoord);
float4 background = bcktex.Sample(sBckSampler, In.TexCoord);
if((output.a == 0) || (background.a == 0))
return output;
output.rgb /= output.a;
background.rgb /= background.a;
float4 retval = output;
if(blendop == 12) {
retval.rgb = SetLum(SetSat(output.rgb, Sat(background.rgb)), Lum(background.rgb));
} else if(blendop == 13) {
retval.rgb = SetLum(SetSat(background.rgb, Sat(output.rgb)), Lum(background.rgb));
} else if(blendop == 14) {
retval.rgb = SetLum(output.rgb, Lum(background.rgb));
} else {
retval.rgb = SetLum(background.rgb, Lum(output.rgb));
}
output.rgb = ((1 - background.a) * output.rgb + background.a * retval.rgb) * output.a;
return output;
}
float4 SampleTexturePS( VS_OUTPUT In) : SV_Target
{
return tex.Sample(sSampler, In.TexCoord);
}
float4 SampleMaskTexturePS( VS_OUTPUT In) : SV_Target
{
return tex.Sample(sSampler, In.TexCoord) * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
}
float4 SampleRadialGradientPS(VS_RADIAL_OUTPUT In, uniform sampler aSampler) : SV_Target
{
// Radial gradient painting is defined as the set of circles whose centers
// are described by C(t) = (C2 - C1) * t + C1; with radii
// R(t) = (R2 - R1) * t + R1; for R(t) > 0. This shader solves the
// quadratic equation that arises when calculating t for pixel (x, y).
//
// A more extensive derrivation can be found in the pixman radial gradient
// code.
float2 p = In.PixelCoord;
float3 dp = float3(p - center1, radius1);
// dpx * dcx + dpy * dcy + r * dr
float B = dot(dp, diff);
float C = pow(dp.x, 2) + pow(dp.y, 2) - sq_radius1;
float det = pow(B, 2) - A * C;
if (det < 0) {
return float4(0, 0, 0, 0);
}
float sqrt_det = sqrt(abs(det));
float2 t = (B + float2(sqrt_det, -sqrt_det)) / A;
float2 isValid = step(float2(-radius1, -radius1), t * diff.z);
if (max(isValid.x, isValid.y) <= 0) {
return float4(0, 0, 0, 0);
}
float upper_t = lerp(t.y, t.x, isValid.x);
float4 output = tex.Sample(aSampler, float2(upper_t, 0.5));
// Premultiply
output.rgb *= output.a;
// Multiply the output color by the input mask for the operation.
output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
return output;
};
float4 SampleRadialGradientA0PS( VS_RADIAL_OUTPUT In, uniform sampler aSampler ) : SV_Target
{
// This simpler shader is used for the degenerate case where A is 0,
// i.e. we're actually solving a linear equation.
float2 p = In.PixelCoord;
float3 dp = float3(p - center1, radius1);
// dpx * dcx + dpy * dcy + r * dr
float B = dot(dp, diff);
float C = pow(dp.x, 2) + pow(dp.y, 2) - pow(radius1, 2);
float t = 0.5 * C / B;
if (-radius1 >= t * diff.z) {
return float4(0, 0, 0, 0);
}
float4 output = tex.Sample(aSampler, float2(t, 0.5));
// Premultiply
output.rgb *= output.a;
// Multiply the output color by the input mask for the operation.
output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
return output;
};
float4 SampleConicGradientPS(VS_CONIC_OUTPUT In, uniform sampler aSampler) : SV_Target
{
float2 current_dir = In.PixelCoord - center;
float current_angle = atan2(current_dir.y, current_dir.x) + (3.141592 / 2.0 - angle);
float offset = fmod(current_angle / (2.0 * 3.141592), 1.0) - start_offset;
offset = offset / (end_offset - start_offset);
float upper_t = lerp(0, 1, offset);
float4 output = tex.Sample(aSampler, float2(upper_t, 0.5));
// Premultiply
output.rgb *= output.a;
// Multiply the output color by the input mask for the operation.
output *= mask.Sample(sMaskSampler, In.MaskTexCoord).a;
return output;
};
float4 SampleShadowHPS( VS_OUTPUT In) : SV_Target
{
float outputStrength = 0;
outputStrength += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].x, In.TexCoord.y)).a;
outputStrength += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].y, In.TexCoord.y)).a;
outputStrength += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].z, In.TexCoord.y)).a;
outputStrength += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[0].w, In.TexCoord.y)).a;
outputStrength += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].x, In.TexCoord.y)).a;
outputStrength += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].y, In.TexCoord.y)).a;
outputStrength += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].z, In.TexCoord.y)).a;
outputStrength += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[1].w, In.TexCoord.y)).a;
outputStrength += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x + BlurOffsetsH[2].x, In.TexCoord.y)).a;
return ShadowColor * outputStrength;
};
float4 SampleShadowVPS( VS_OUTPUT In) : SV_Target
{
float4 outputColor = float4(0, 0, 0, 0);
outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x));
outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y));
outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z));
outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w));
outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x));
outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y));
outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z));
outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w));
outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x));
return outputColor;
};
float4 SampleMaskShadowVPS( VS_OUTPUT In) : SV_Target
{
float4 outputColor = float4(0, 0, 0, 0);
outputColor += BlurWeights[0].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].x));
outputColor += BlurWeights[0].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].y));
outputColor += BlurWeights[0].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].z));
outputColor += BlurWeights[0].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[0].w));
outputColor += BlurWeights[1].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].x));
outputColor += BlurWeights[1].y * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].y));
outputColor += BlurWeights[1].z * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].z));
outputColor += BlurWeights[1].w * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[1].w));
outputColor += BlurWeights[2].x * tex.Sample(sShadowSampler, float2(In.TexCoord.x, In.TexCoord.y + BlurOffsetsV[2].x));
return outputColor * mask.Sample(sMaskSampler, In.MaskTexCoord).a;
};
PS_TEXT_OUTPUT SampleTextTexturePS( VS_OUTPUT In) : SV_Target
{
PS_TEXT_OUTPUT output;
output.color = float4(TextColor.r, TextColor.g, TextColor.b, 1.0);
output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a;
return output;
};
PS_TEXT_OUTPUT SampleTextTexturePSMasked( VS_OUTPUT In) : SV_Target
{
PS_TEXT_OUTPUT output;
float maskValue = mask.Sample(sMaskSampler, In.MaskTexCoord).a;
output.color = float4(TextColor.r, TextColor.g, TextColor.b, 1.0);
output.alpha.rgba = tex.Sample(sSampler, In.TexCoord).bgrg * TextColor.a * maskValue;
return output;
};
technique10 SampleTexture
{
pass P0
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTexturePS()));
}
}
technique10 SampleTextureForSeparableBlending_1
{
pass P0
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleBlendTextureSeparablePS_1()));
}
}
technique10 SampleTextureForSeparableBlending_2
{
pass P0
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleBlendTextureSeparablePS_2()));
}
}
technique10 SampleTextureForNonSeparableBlending
{
pass P0
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleBlendTextureNonSeparablePS()));
}
}
technique10 SampleRadialGradient
{
pass APos
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sSampler )));
}
pass A0
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sSampler )));
}
pass APosWrap
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sWrapSampler )));
}
pass A0Wrap
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sWrapSampler )));
}
pass APosMirror
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientPS( sMirrorSampler )));
}
pass A0Mirror
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleRadialVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleRadialGradientA0PS( sMirrorSampler )));
}
}
technique10 SampleConicGradient
{
pass APos
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleConicVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleConicGradientPS( sSampler )));
}
pass APosWrap
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleConicVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleConicGradientPS( sWrapSampler )));
}
pass APosMirror
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleConicVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleConicGradientPS( sMirrorSampler )));
}
}
technique10 SampleMaskedTexture
{
pass P0
{
SetRasterizerState(TextureRast);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskTexturePS()));
}
}
technique10 SampleTextureWithShadow
{
// Horizontal pass
pass P0
{
SetRasterizerState(TextureRast);
SetBlendState(ShadowBlendH, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowHPS()));
}
// Vertical pass
pass P1
{
SetRasterizerState(TextureRast);
SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleShadowVPS()));
}
// Vertical pass - used when using a mask
pass P2
{
SetRasterizerState(TextureRast);
SetBlendState(ShadowBlendV, float4(1.0f, 1.0f, 1.0f, 1.0f), 0xffffffff);
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleMaskShadowVPS()));
}
}
technique10 SampleTextTexture
{
pass Unmasked
{
SetRasterizerState(TextureRast);
SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePS()));
}
pass Masked
{
SetRasterizerState(TextureRast);
SetBlendState(bTextBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );
SetVertexShader(CompileShader(vs_4_0_level_9_3, SampleTextureVS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0_level_9_3, SampleTextTexturePSMasked()));
}
}