moved to root
This commit is contained in:
@@ -0,0 +1,574 @@
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cbuffer Uniforms : register(b0)
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{
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float4 State;
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matrix Transform;
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float4 Scalar4[2];
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float4 Vector[8];
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uint ClipSize;
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matrix Clip[8];
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};
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float Scalar(int i) { if (i < 4) return Scalar4[0][i]; else return Scalar4[1][i - 4]; }
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Texture2D texture0 : register(t0);
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Texture2D texture1 : register(t1);
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SamplerState sampler0 : register(s0);
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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float4 Color : COLOR0;
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float2 TexCoord : TEXCOORD0;
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float4 Data0 : COLOR1;
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float4 Data1 : COLOR2;
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float4 Data2 : COLOR3;
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float4 Data3 : COLOR4;
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float4 Data4 : COLOR5;
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float4 Data5 : COLOR6;
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float4 Data6 : COLOR7;
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float2 ObjectCoord : TEXCOORD1;
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};
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uint FillType(VS_OUTPUT input) { return uint(input.Data0.x + 0.5); }
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float4 TileRectUV() { return Vector[0]; }
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float2 TileSize() { return Vector[1].zw; }
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float2 PatternTransformA() { return Vector[2].xy; }
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float2 PatternTransformB() { return Vector[2].zw; }
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float2 PatternTransformC() { return Vector[3].xy; }
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uint Gradient_NumStops(VS_OUTPUT input) { return uint(input.Data0.y + 0.5); }
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bool Gradient_IsRadial(VS_OUTPUT input) { return bool(uint(input.Data0.z + 0.5)); }
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float Gradient_R0(VS_OUTPUT input) { return input.Data1.x; }
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float Gradient_R1(VS_OUTPUT input) { return input.Data1.y; }
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float2 Gradient_P0(VS_OUTPUT input) { return input.Data1.xy; }
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float2 Gradient_P1(VS_OUTPUT input) { return input.Data1.zw; }
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float SDFMaxDistance(VS_OUTPUT input) { return input.Data0.y; }
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struct GradientStop { float percent; float4 color; };
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GradientStop GetGradientStop(VS_OUTPUT input, uint offset) {
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GradientStop result;
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if (offset < 4) {
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result.percent = input.Data2[offset];
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if (offset == 0)
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result.color = input.Data3;
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else if (offset == 1)
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result.color = input.Data4;
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else if (offset == 2)
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result.color = input.Data5;
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else if (offset == 3)
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result.color = input.Data6;
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} else {
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result.percent = Scalar(offset - 4);
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result.color = Vector[offset - 4];
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}
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return result;
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}
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#define AA_WIDTH 0.354
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float antialias(in float d, in float width, in float median) {
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return smoothstep(median - width, median + width, d);
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}
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float sdRect(float2 p, float2 size) {
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float2 d = abs(p) - size;
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return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
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}
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// The below function "sdEllipse" is MIT licensed with following text:
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//
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// The MIT License
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// Copyright 2013 Inigo Quilez
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// Permission is hereby granted, free of charge, to any person obtaining a
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// copy of this software and associated documentation files (the "Software"),
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// to deal in the Software without restriction, including without limitation
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// the rights to use, copy, modify, merge, publish, distribute, sublicense,
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// and/or sell copies of the Software, and to permit persons to whom the Software
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// is furnished to do so, subject to the following conditions: The above copyright
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// notice and this permission notice shall be included in all copies or substantial
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// portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
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// ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
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// EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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float sdEllipse(float2 p, float2 ab) {
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if (abs(ab.x - ab.y) < 0.1)
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return length(p) - ab.x;
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p = abs(p); if (p.x > p.y) { p = p.yx; ab = ab.yx; }
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float l = ab.y*ab.y - ab.x*ab.x;
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float m = ab.x*p.x / l;
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float n = ab.y*p.y / l;
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float m2 = m*m;
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float n2 = n*n;
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float c = (m2 + n2 - 1.0) / 3.0;
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float c3 = c*c*c;
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float q = c3 + m2*n2*2.0;
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float d = c3 + m2*n2;
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float g = m + m*n2;
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float co;
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if (d < 0.0) {
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float p = acos(q / c3) / 3.0;
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float s = cos(p);
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float t = sin(p)*sqrt(3.0);
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float rx = sqrt(-c*(s + t + 2.0) + m2);
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float ry = sqrt(-c*(s - t + 2.0) + m2);
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co = (ry + sign(l)*rx + abs(g) / (rx*ry) - m) / 2.0;
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} else {
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float h = 2.0*m*n*sqrt(d);
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float s = sign(q + h)*pow(abs(q + h), 1.0 / 3.0);
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float u = sign(q - h)*pow(abs(q - h), 1.0 / 3.0);
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float rx = -s - u - c*4.0 + 2.0*m2;
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float ry = (s - u)*sqrt(3.0);
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float rm = sqrt(rx*rx + ry*ry);
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float p = ry / sqrt(rm - rx);
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co = (p + 2.0*g / rm - m) / 2.0;
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}
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float si = sqrt(1.0 - co*co);
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float2 r = float2(ab.x*co, ab.y*si);
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return length(r - p) * sign(p.y - r.y);
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}
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float sdRoundRect(float2 p, float2 size, float4 rx, float4 ry) {
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size *= 0.5;
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float2 corner;
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corner = float2(-size.x + rx.x, -size.y + ry.x); // Top-Left
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float2 local = p - corner;
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if (dot(rx.x, ry.x) > 0.0 && p.x < corner.x && p.y <= corner.y)
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return sdEllipse(local, float2(rx.x, ry.x));
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corner = float2(size.x - rx.y, -size.y + ry.y); // Top-Right
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local = p - corner;
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if (dot(rx.y, ry.y) > 0.0 && p.x >= corner.x && p.y <= corner.y)
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return sdEllipse(local, float2(rx.y, ry.y));
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corner = float2(size.x - rx.z, size.y - ry.z); // Bottom-Right
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local = p - corner;
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if (dot(rx.z, ry.z) > 0.0 && p.x >= corner.x && p.y >= corner.y)
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return sdEllipse(local, float2(rx.z, ry.z));
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corner = float2(-size.x + rx.w, size.y - ry.w); // Bottom-Left
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local = p - corner;
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if (dot(rx.w, ry.w) > 0.0 && p.x < corner.x && p.y > corner.y)
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return sdEllipse(local, float2(rx.w, ry.w));
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return sdRect(p, size);
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}
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float4 fillSolid(VS_OUTPUT input) {
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return input.Color;
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}
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float4 fillImage(VS_OUTPUT input) {
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return texture0.Sample(sampler0, input.TexCoord) * input.Color;
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}
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float2 transformAffine(float2 val, float2 a, float2 b, float2 c) {
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return val.x * a + val.y * b + c;
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}
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float4 fillPatternImage(VS_OUTPUT input) {
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float4 tile_rect_uv = TileRectUV();
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float2 tile_size = TileSize();
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float2 p = input.ObjectCoord;
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// Apply the affine matrix
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float2 transformed_coords = transformAffine(p,
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PatternTransformA(), PatternTransformB(), PatternTransformC());
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// Convert back to uv coordinate space
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transformed_coords /= tile_size;
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// Wrap UVs to [0.0, 1.0] so texture repeats properly
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float2 uv = frac(transformed_coords);
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// Clip to tile-rect UV
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uv *= tile_rect_uv.zw - tile_rect_uv.xy;
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uv += tile_rect_uv.xy;
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return texture0.Sample(sampler0, uv) * input.Color;
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}
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// Gradient noise from Jorge Jimenez's presentation:
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// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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float gradientNoise(in float2 uv)
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{
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const float3 magic = float3(0.06711056, 0.00583715, 52.9829189);
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return frac(magic.z * frac(dot(uv, magic.xy)));
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}
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float ramp(in float inMin, in float inMax, in float val)
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{
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return clamp((val - inMin) / (inMax - inMin), 0.0, 1.0);
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}
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float4 fillPatternGradient(VS_OUTPUT input) {
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float num_stops = Gradient_NumStops(input);
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bool is_radial = Gradient_IsRadial(input);
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float2 p0 = Gradient_P0(input);
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float2 p1 = Gradient_P1(input);
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float4 out_Color = float4(0.0, 0.0, 0.0, 0.0);
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float t = 0.0;
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if (is_radial) {
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float r0 = p1.x;
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float r1 = p1.y;
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t = distance(input.TexCoord, p0);
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float rDelta = r1 - r0;
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t = saturate((t / rDelta) - (r0 / rDelta));
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} else {
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float2 V = p1 - p0;
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t = saturate(dot(input.TexCoord - p0, V) / dot(V, V));
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}
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GradientStop stop0 = GetGradientStop(input, 0u);
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GradientStop stop1 = GetGradientStop(input, 1u);
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out_Color = lerp(stop0.color, stop1.color, ramp(stop0.percent, stop1.percent, t));
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if (num_stops > 2) {
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GradientStop stop2 = GetGradientStop(input, 2u);
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out_Color = lerp(out_Color, stop2.color, ramp(stop1.percent, stop2.percent, t));
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if (num_stops > 3) {
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GradientStop stop3 = GetGradientStop(input, 3u);
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out_Color = lerp(out_Color, stop3.color, ramp(stop2.percent, stop3.percent, t));
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if (num_stops > 4) {
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GradientStop stop4 = GetGradientStop(input, 4u);
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out_Color = lerp(out_Color, stop4.color, ramp(stop3.percent, stop4.percent, t));
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if (num_stops > 5) {
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GradientStop stop5 = GetGradientStop(input, 5u);
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out_Color = lerp(out_Color, stop5.color, ramp(stop4.percent, stop5.percent, t));
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if (num_stops > 6) {
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GradientStop stop6 = GetGradientStop(input, 6u);
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out_Color = lerp(out_Color, stop6.color, ramp(stop5.percent, stop6.percent, t));
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}
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}
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}
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}
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}
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return float4(out_Color.rgb, out_Color.a);
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}
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void Unpack(float4 x, out float4 a, out float4 b) {
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const float s = 65536.0;
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a = floor(x / s);
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b = floor(x - a * s);
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}
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float antialias2(float d) {
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return smoothstep(-0.6180469, 0.6180469, d/fwidth(d));
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}
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// Returns two values:
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// [0] = distance of p to line segment.
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// [1] = closest t on line segment, clamped to [0, 1]
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float2 sdSegment(in float2 p, in float2 a, in float2 b)
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{
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float2 pa = p - a, ba = b - a;
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float t = dot(pa, ba) / dot(ba, ba);
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return float2(length(pa - ba * t), t);
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}
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float testCross(float2 a, float2 b, float2 p) {
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return (b.y - a.y) * (p.x - a.x) - (b.x - a.x) * (p.y - a.y);
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}
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float sdLine(in float2 a, in float2 b, in float2 p)
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{
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float2 pa = p - a, ba = b - a;
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float t = dot(pa, ba) / dot(ba, ba);
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return length(pa - ba*t) * sign(testCross(a, b, p));
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}
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float4 blend(float4 src, float4 dest) {
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float4 result;
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result.rgb = src.rgb + dest.rgb * (1.0 - src.a);
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result.a = src.a + dest.a * (1.0 - src.a);
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return result;
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}
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float innerStroke(float stroke_width, float d) {
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return min(antialias(-d, AA_WIDTH, 0.0), 1.0 - antialias(-d, AA_WIDTH, stroke_width));
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}
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float4 fillRoundedRect(VS_OUTPUT input) {
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float2 p = input.TexCoord;
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float2 size = input.Data0.zw;
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p = (p - 0.5) * size;
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float d = sdRoundRect(p, size, input.Data1, input.Data2);
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// Fill background
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float alpha = antialias(-d, AA_WIDTH, 0.0) * input.Color.a;
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float4 outColor = float4(input.Color.rgb * alpha, alpha);
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// Draw stroke
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float stroke_width = input.Data3.x;
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float4 stroke_color = input.Data4;
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if (stroke_width > 0.0) {
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alpha = innerStroke(stroke_width, d);
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alpha *= stroke_color.a;
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float4 stroke = float4(stroke_color.rgb * alpha, alpha);
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outColor = blend(stroke, outColor);
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}
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return outColor;
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}
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float4 fillBoxShadow(VS_OUTPUT input) {
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float2 p = input.ObjectCoord;
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bool inset = bool(uint(input.Data0.y + 0.5));
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float radius = input.Data0.z;
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float2 origin = input.Data1.xy;
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float2 size = input.Data1.zw;
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float2 clip_origin = input.Data4.xy;
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float2 clip_size = input.Data4.zw;
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float sdClip = sdRoundRect(p - clip_origin, clip_size, input.Data5, input.Data6);
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float sdRect = sdRoundRect(p - origin, size, input.Data2, input.Data3);
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float clip = inset ? -sdRect : sdClip;
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float d = inset ? -sdClip : sdRect;
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if (clip < 0.0) {
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discard;
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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float alpha = radius >= 1.0? pow(antialias(-d, radius * 2 + 0.2, 0.0), 1.9) * 3.3 / pow(radius * 1.2, 0.15) :
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antialias(-d, AA_WIDTH, inset ? -1.0 : 1.0);
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alpha = clamp(alpha, 0.0, 1.0) * input.Color.a;
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return float4(input.Color.rgb * alpha, alpha);
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}
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float3 blendOverlay(float3 src, float3 dest) {
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float3 col;
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for (uint i = 0; i < 3; ++i)
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col[i] = dest[i] < 0.5 ? (2.0 * dest[i] * src[i]) : (1.0 - 2.0 * (1.0 - dest[i]) * (1.0 - src[i]));
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return col;
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}
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float3 blendColorDodge(float3 src, float3 dest) {
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float3 col;
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for (uint i = 0; i < 3; ++i)
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col[i] = (src[i] == 1.0) ? src[i] : min(dest[i] / (1.0 - src[i]), 1.0);
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return col;
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}
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float3 blendColorBurn(float3 src, float3 dest) {
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float3 col;
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for (uint i = 0; i < 3; ++i)
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col[i] = (src[i] == 0.0) ? src[i] : max((1.0 - ((1.0 - dest[i]) / src[i])), 0.0);
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return col;
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}
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float3 blendHardLight(float3 src, float3 dest) {
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float3 col;
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for (uint i = 0; i < 3; ++i)
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col[i] = dest[i] < 0.5 ? (2.0 * dest[i] * src[i]) : (1.0 - 2.0 * (1.0 - dest[i]) * (1.0 - src[i]));
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return col;
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}
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float3 blendSoftLight(float3 src, float3 dest) {
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float3 col;
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for (uint i = 0; i < 3; ++i)
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col[i] = (src[i] < 0.5) ? (2.0 * dest[i] * src[i] + dest[i] * dest[i] * (1.0 - 2.0 * src[i])) : (sqrt(dest[i]) * (2.0 * src[i] - 1.0) + 2.0 * dest[i] * (1.0 - src[i]));
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return col;
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}
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float3 rgb2hsl( float3 col )
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{
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const float eps = 0.0000001;
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float minc = min( col.r, min(col.g, col.b) );
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float maxc = max( col.r, max(col.g, col.b) );
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float3 mask = step(col.grr,col.rgb) * step(col.bbg,col.rgb);
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float3 h = mask * (float3(0.0,2.0,4.0) + (col.gbr-col.brg)/(maxc-minc + eps)) / 6.0;
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return float3(frac( 1.0 + h.x + h.y + h.z ), // H
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(maxc-minc)/(1.0-abs(minc+maxc-1.0) + eps), // S
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(minc+maxc)*0.5 ); // L
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}
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float3 hsl2rgb( float3 c )
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{
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float3 rgb = clamp( abs(fmod(c.x*6.0+float3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 );
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return c.z + c.y * (rgb-0.5)*(1.0-abs(2.0*c.z-1.0));
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}
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float3 blendHue(float3 src, float3 dest) {
|
||||
float3 baseHSL = rgb2hsl(dest);
|
||||
return hsl2rgb(float3(rgb2hsl(src).r, baseHSL.g, baseHSL.b));
|
||||
}
|
||||
|
||||
float3 blendSaturation(float3 src, float3 dest) {
|
||||
float3 baseHSL = rgb2hsl(dest);
|
||||
return hsl2rgb(float3(baseHSL.r, rgb2hsl(src).g, baseHSL.b));
|
||||
}
|
||||
|
||||
float3 blendColor(float3 src, float3 dest) {
|
||||
float3 blendHSL = rgb2hsl(src);
|
||||
return hsl2rgb(float3(blendHSL.r, blendHSL.g, rgb2hsl(dest).b));
|
||||
}
|
||||
|
||||
float3 blendLuminosity(float3 src, float3 dest) {
|
||||
float3 baseHSL = rgb2hsl(dest);
|
||||
return hsl2rgb(float3(baseHSL.r, baseHSL.g, rgb2hsl(src).b));
|
||||
}
|
||||
|
||||
float4 fillBlend(VS_OUTPUT input) {
|
||||
const uint BlendOp_Clear = 0u;
|
||||
const uint BlendOp_Source = 1u;
|
||||
const uint BlendOp_Over = 2u;
|
||||
const uint BlendOp_In = 3u;
|
||||
const uint BlendOp_Out = 4u;
|
||||
const uint BlendOp_Atop = 5u;
|
||||
const uint BlendOp_DestOver = 6u;
|
||||
const uint BlendOp_DestIn = 7u;
|
||||
const uint BlendOp_DestOut = 8u;
|
||||
const uint BlendOp_DestAtop = 9u;
|
||||
const uint BlendOp_XOR = 10u;
|
||||
const uint BlendOp_Darken = 11u;
|
||||
const uint BlendOp_Add = 12u;
|
||||
const uint BlendOp_Difference = 13u;
|
||||
const uint BlendOp_Multiply = 14u;
|
||||
const uint BlendOp_Screen = 15u;
|
||||
const uint BlendOp_Overlay = 16u;
|
||||
const uint BlendOp_Lighten = 17u;
|
||||
const uint BlendOp_ColorDodge = 18u;
|
||||
const uint BlendOp_ColorBurn = 19u;
|
||||
const uint BlendOp_HardLight = 20u;
|
||||
const uint BlendOp_SoftLight = 21u;
|
||||
const uint BlendOp_Exclusion = 22u;
|
||||
const uint BlendOp_Hue = 23u;
|
||||
const uint BlendOp_Saturation = 24u;
|
||||
const uint BlendOp_Color = 25u;
|
||||
const uint BlendOp_Luminosity = 26u;
|
||||
|
||||
float4 src = fillImage(input);
|
||||
float4 dest = texture1.Sample(sampler0, input.ObjectCoord);
|
||||
|
||||
switch(uint(input.Data0.y + 0.5))
|
||||
{
|
||||
case BlendOp_Clear: return float4(0.0, 0.0, 0.0, 0.0);
|
||||
case BlendOp_Source: return src;
|
||||
case BlendOp_Over: return src + dest * (1.0 - src.a);
|
||||
case BlendOp_In: return src * dest.a;
|
||||
case BlendOp_Out: return src * (1.0 - dest.a);
|
||||
case BlendOp_Atop: return src * dest.a + dest * (1.0 - src.a);
|
||||
case BlendOp_DestOver: return src * (1.0 - dest.a) + dest;
|
||||
case BlendOp_DestIn: return dest * src.a;
|
||||
case BlendOp_DestOut: return dest * (1.0 - src.a);
|
||||
case BlendOp_DestAtop: return src * (1.0 - dest.a) + dest * src.a;
|
||||
case BlendOp_XOR: return saturate(src * (1.0 - dest.a) + dest * (1.0 - src.a));
|
||||
case BlendOp_Darken: return float4(min(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_Add: return saturate(src + dest);
|
||||
case BlendOp_Difference: return float4(abs(dest.rgb - src.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_Multiply: return float4(src.rgb * dest.rgb * src.a, dest.a * src.a);
|
||||
case BlendOp_Screen: return float4((1.0 - ((1.0 - dest.rgb) * (1.0 - src.rgb))) * src.a, dest.a * src.a);
|
||||
case BlendOp_Overlay: return float4(blendOverlay(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_Lighten: return float4(max(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_ColorDodge: return float4(blendColorDodge(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_ColorBurn: return float4(blendColorBurn(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_HardLight: return float4(blendOverlay(dest.rgb, src.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_SoftLight: return float4(blendSoftLight(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_Exclusion: return float4((dest.rgb + src.rgb - 2.0 * dest.rgb * src.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_Hue: return float4(blendHue(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_Saturation: return float4(blendSaturation(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_Color: return float4(blendColor(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
case BlendOp_Luminosity: return float4(blendLuminosity(src.rgb, dest.rgb) * src.a, dest.a * src.a);
|
||||
}
|
||||
|
||||
return src;
|
||||
}
|
||||
|
||||
float4 fillMask(VS_OUTPUT input) {
|
||||
float4 col = fillImage(input);
|
||||
float alpha = texture1.Sample(sampler0, input.ObjectCoord).a;
|
||||
return float4(col.rgb * alpha, col.a * alpha);
|
||||
}
|
||||
|
||||
float4 GetCol(in matrix m, uint i) { return float4(m[0][i], m[1][i], m[2][i], m[3][i]); }
|
||||
|
||||
#define VISUALIZE_CLIP 0
|
||||
|
||||
void applyClip(VS_OUTPUT input, inout float4 outColor) {
|
||||
for (uint i = 0; i < ClipSize; i++) {
|
||||
matrix data = Clip[i];
|
||||
float2 origin = GetCol(data, 0).xy;
|
||||
float2 size = GetCol(data, 0).zw;
|
||||
float4 radii_x, radii_y;
|
||||
Unpack(GetCol(data, 1), radii_x, radii_y);
|
||||
bool inverse = bool(GetCol(data, 3).z);
|
||||
|
||||
float2 p = input.ObjectCoord;
|
||||
p = transformAffine(p, GetCol(data, 2).xy, GetCol(data, 2).zw, GetCol(data, 3).xy);
|
||||
p -= origin;
|
||||
float d_clip = sdRoundRect(p, size, radii_x, radii_y) * (inverse ? -1.0 : 1.0);
|
||||
|
||||
#if VISUALIZE_CLIP
|
||||
if (abs(d_clip) < 3.0)
|
||||
outColor = float4(0.9, 1.0, 0.0, 1.0);
|
||||
#else
|
||||
float alpha = antialias2(-d_clip);
|
||||
outColor = float4(outColor.rgb * alpha, outColor.a * alpha);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
float4 fillGlyph(VS_OUTPUT input) {
|
||||
float alpha = texture0.Sample(sampler0, input.TexCoord).a * input.Color.a;
|
||||
float fill_color_luma = input.Data0.y;
|
||||
float corrected_alpha = texture1.Sample(sampler0, float2(alpha, fill_color_luma)).a;
|
||||
|
||||
return float4(input.Color.rgb * corrected_alpha, corrected_alpha);
|
||||
}
|
||||
|
||||
float4 PS(VS_OUTPUT input) : SV_Target
|
||||
{
|
||||
const uint FillType_Solid = 0u;
|
||||
const uint FillType_Image = 1u;
|
||||
const uint FillType_Pattern_Image = 2u;
|
||||
const uint FillType_Pattern_Gradient = 3u;
|
||||
const uint FillType_RESERVED_1 = 4u;
|
||||
const uint FillType_RESERVED_2 = 5u;
|
||||
const uint FillType_RESERVED_3 = 6u;
|
||||
const uint FillType_Rounded_Rect = 7u;
|
||||
const uint FillType_Box_Shadow = 8u;
|
||||
const uint FillType_Blend = 9u;
|
||||
const uint FillType_Mask = 10u;
|
||||
const uint FillType_Glyph = 11u;
|
||||
|
||||
float4 outColor = input.Color;
|
||||
|
||||
switch (FillType(input))
|
||||
{
|
||||
case FillType_Solid: outColor = fillSolid(input); break;
|
||||
case FillType_Image: outColor = fillImage(input); break;
|
||||
case FillType_Pattern_Image: outColor = fillPatternImage(input); break;
|
||||
case FillType_Pattern_Gradient: outColor = fillPatternGradient(input); break;
|
||||
case FillType_Rounded_Rect: outColor = fillRoundedRect(input); break;
|
||||
case FillType_Box_Shadow: outColor = fillBoxShadow(input); break;
|
||||
case FillType_Blend: outColor = fillBlend(input); break;
|
||||
case FillType_Mask: outColor = fillMask(input); break;
|
||||
case FillType_Glyph: outColor = fillGlyph(input); break;
|
||||
}
|
||||
|
||||
applyClip(input, outColor);
|
||||
|
||||
return outColor;
|
||||
}
|
||||
Reference in New Issue
Block a user