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authorPeter Harris <pharris@opentext.com>2014-03-10 13:03:51 -0400
committerPeter Harris <pharris@opentext.com>2014-03-10 13:03:51 -0400
commita8d6bbf19a3e6c57c8b902cbd994bafe63591078 (patch)
tree6547c2fa2e10ca840e6df30348e4a8077cfc336f /copy_stipple_fullmask_unclipped.hlps
parentc404049a52f7999d716bc0e2cf6c7af30c62f50f (diff)
Add generated shadersHEADmaster
So they can be studied without needing to run the generator.
Diffstat (limited to 'copy_stipple_fullmask_unclipped.hlps')
-rw-r--r--copy_stipple_fullmask_unclipped.hlps49
1 files changed, 49 insertions, 0 deletions
diff --git a/copy_stipple_fullmask_unclipped.hlps b/copy_stipple_fullmask_unclipped.hlps
new file mode 100644
index 0000000..2a778d5
--- /dev/null
+++ b/copy_stipple_fullmask_unclipped.hlps
@@ -0,0 +1,49 @@
+/* Automatically generated file; do not edit */
+
+/* copy shader for stipple with fullmask and unclipped */
+
+SamplerState point_sample;
+
+Texture2D stipple : register(t0);
+Texture2D<uint4> output : register(t2);
+
+cbuffer colors :register(b0) {
+ uint4 foreground;
+ uint4 background;
+ uint4 planemask;
+}
+
+cbuffer tile_stats :register(b1) {
+ uint4 plane;
+ uint2 tile_wh;
+}
+
+struct PS_INPUT {
+ float2 tile_pos : TEXCOORD0;
+ float2 clip_pos : TEXCOORD1;
+ float2 out_pos : TEXCOORD2;
+};
+
+uint4 main(PS_INPUT input) : SV_TARGET
+{
+ uint4 color;
+
+ // Load input color
+ float4 pt = stipple.Sample(point_sample, input.tile_pos);
+ if (pt.r < 0.5) {
+ discard;
+ return 0;
+ }
+ color = foreground;
+
+ // Load output color
+ int3 pos;
+ pos.xy = input.out_pos.xy;
+ pos.z = 0;
+ uint4 out_color = output.Load(pos);
+
+ // rop
+ color = color;
+
+ return color;
+}