Hash :
8dc8e277
Author :
Date :
2013-01-11T04:10:45
Moved the shaders from libGLESv2 to the libGLESv2/renderer. TRAC #22230 Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1692 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
sampler2D tex : s0;
uniform float4 mode : c0;
// Passthrough Pixel Shader
// Outputs texture 0 sampled at texcoord 0.
float4 passthroughps(float4 texcoord : TEXCOORD0) : COLOR
{
return tex2D(tex, texcoord.xy);
};
// Luminance Conversion Pixel Shader
// Outputs sample(tex0, tc0).rrra.
// For LA output (pass A) set C0.X = 1, C0.Y = 0.
// For L output (A = 1) set C0.X = 0, C0.Y = 1.
float4 luminanceps(float4 texcoord : TEXCOORD0) : COLOR
{
float4 tmp = tex2D(tex, texcoord.xy);
tmp.w = tmp.w * mode.x + mode.y;
return tmp.xxxw;
};
// RGB/A Component Mask Pixel Shader
// Outputs sample(tex0, tc0) with options to force RGB = 0 and/or A = 1.
// To force RGB = 0, set C0.X = 0, otherwise C0.X = 1.
// To force A = 1, set C0.Z = 0, C0.W = 1, otherwise C0.Z = 1, C0.W = 0.
float4 componentmaskps(float4 texcoord : TEXCOORD0) : COLOR
{
float4 tmp = tex2D(tex, texcoord.xy);
tmp.xyz = tmp.xyz * mode.x;
tmp.w = tmp.w * mode.z + mode.w;
return tmp;
};