05b507d900
Necessary for an upcoming fix to browser source.
108 lines
2.3 KiB
Plaintext
108 lines
2.3 KiB
Plaintext
uniform float4x4 ViewProj;
|
|
uniform texture2d image;
|
|
|
|
sampler_state def_sampler {
|
|
Filter = Linear;
|
|
AddressU = Clamp;
|
|
AddressV = Clamp;
|
|
};
|
|
|
|
struct VertInOut {
|
|
float4 pos : POSITION;
|
|
float2 uv : TEXCOORD0;
|
|
};
|
|
|
|
VertInOut VSDefault(VertInOut vert_in)
|
|
{
|
|
VertInOut vert_out;
|
|
vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
|
|
vert_out.uv = vert_in.uv;
|
|
return vert_out;
|
|
}
|
|
|
|
float4 PSDrawBare(VertInOut vert_in) : TARGET
|
|
{
|
|
return image.Sample(def_sampler, vert_in.uv);
|
|
}
|
|
|
|
float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET
|
|
{
|
|
float4 rgba = image.Sample(def_sampler, vert_in.uv);
|
|
float alpha = rgba.a;
|
|
float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
|
|
return float4(rgba.rgb * multiplier, alpha);
|
|
}
|
|
|
|
float srgb_linear_to_nonlinear_channel(float u)
|
|
{
|
|
return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1.0 / 2.4)) - 0.055);
|
|
}
|
|
|
|
float3 srgb_linear_to_nonlinear(float3 v)
|
|
{
|
|
return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b));
|
|
}
|
|
|
|
float srgb_nonlinear_to_linear_channel(float u)
|
|
{
|
|
return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
|
|
}
|
|
|
|
float3 srgb_nonlinear_to_linear(float3 v)
|
|
{
|
|
return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
|
|
}
|
|
|
|
float4 PSDrawNonlinearAlpha(VertInOut vert_in) : TARGET
|
|
{
|
|
float4 rgba = image.Sample(def_sampler, vert_in.uv);
|
|
rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb);
|
|
rgba.rgb *= rgba.a;
|
|
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
|
|
return rgba;
|
|
}
|
|
|
|
float4 PSDrawSrgbDecompressPremultiplied(VertInOut vert_in) : TARGET
|
|
{
|
|
float4 rgba = image.Sample(def_sampler, vert_in.uv);
|
|
rgba.rgb = max(float3(0.0, 0.0, 0.0), rgba.rgb / rgba.a);
|
|
rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
|
|
return rgba;
|
|
}
|
|
|
|
technique Draw
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(vert_in);
|
|
pixel_shader = PSDrawBare(vert_in);
|
|
}
|
|
}
|
|
|
|
technique DrawAlphaDivide
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(vert_in);
|
|
pixel_shader = PSDrawAlphaDivide(vert_in);
|
|
}
|
|
}
|
|
|
|
technique DrawNonlinearAlpha
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(vert_in);
|
|
pixel_shader = PSDrawNonlinearAlpha(vert_in);
|
|
}
|
|
}
|
|
|
|
technique DrawSrgbDecompressPremultiplied
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSDefault(vert_in);
|
|
pixel_shader = PSDrawSrgbDecompressPremultiplied(vert_in);
|
|
}
|
|
}
|