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/* Automatically generated file; do not edit */
/* orreverse shader for opaquestip with planemask 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);
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 | ~out_color;
// planemask
color = (color & planemask) | (out_color & ~planemask);
return color;
}
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