/* Automatically generated file; do not edit */ /* copyinverted shader for opaquestip with fullmask and clipmask */ SamplerState point_sample; Texture2D stipple : register(t0); Texture2D clipmask : register(t1); Texture2D 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 { // Test clip mask float4 cm = clipmask.Sample(point_sample, input.clip_pos); if (cm.r < 0.5) { discard; return 0; } uint4 color; // Load input color float4 pt = stipple.Sample(point_sample, input.tile_pos); color = foreground; if (pt.r < 0.5) color = background; // 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; }