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path: root/or_tile_planemask_unclipped.hlps
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/* Automatically generated file; do not edit */

/* or shader for tile with planemask and unclipped */

SamplerState point_sample;

Texture2D<uint4> tile : 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
    int3 tp;
    tp.xy = input.tile_pos.xy % tile_wh.xy;
    tp.z = 0;
    color = tile.Load(tp);

    // Load output color
    int3 pos;
    pos.xy = input.out_pos.xy;
    pos.z = 0;
    uint4 out_color = output.Load(pos);

    // rop
    color = color | out_color;

    // planemask
    color = (color & planemask) | (out_color & ~planemask);

    return color;
}