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bool g_mCosmeticPen;
int4 g_mChannel;
float2 g_mMaskOffset;
int2 g_mMaskSize;
float4x4 g_mMaskProjection;
float4x4 g_mViewProjection;
float4x4 g_mTransformation;
texture g_mAAMask;
texture g_mTexture;
int g_mBrushMode;
float g_mFocalDist;
#define M_PI 3.14159265358979323846
sampler PixmapSampler = sampler_state
{
texture = <g_mTexture>;
MIPFILTER = NONE;
MINFILTER = LINEAR;
MAGFILTER = LINEAR;
};
sampler TextSampler = sampler_state
{
texture = <g_mTexture>;
MIPFILTER = NONE;
MINFILTER = POINT;
MAGFILTER = POINT;
};
sampler AAMaskSampler = sampler_state
{
texture = <g_mAAMask>;
AddressU = WRAP;
AddressV = WRAP;
AddressW = WRAP;
MIPFILTER = NONE;
MINFILTER = POINT;
MAGFILTER = POINT;
};
struct VS_FULL
{
float4 Position : POSITION;
float4 Diffuse : COLOR0;
float4 TexCoords0 : TEXCOORD0;
float4 TexCoords1 : TEXCOORD1;
};
VS_FULL TrapezoidVS( float4 Position : POSITION,
float4 Diffuse : COLOR0,
float4 TexCoords0 : TEXCOORD0,
float4 TexCoords1 : TEXCOORD1)
{
VS_FULL Output;
float a = (TexCoords1.x * Position.x) + (TexCoords1.z * (1.0 - Position.x) ); // left or right a
float b = (TexCoords1.y * Position.x) + (TexCoords1.w * (1.0 - Position.x) ); // left or right b
float d = 1.0 - (Position.x * 2);
Position.x = (a * Position.y + b) + ( sqrt( abs(a * a) ) * d );
//Position.x += step(abs(a), 0) * d;
Position.x += (0.5 * d);
Output.Position = mul(Position, g_mMaskProjection);
Output.Diffuse = Diffuse;
Output.TexCoords0 = TexCoords0;
Output.TexCoords1 = TexCoords1;
return Output;
}
struct PS_OUTPUT
{
float4 Color : COLOR0;
};
PS_OUTPUT TrapezoidPS(VS_FULL In, float2 pixelPos : VPOS)
{
PS_OUTPUT Out;
float top = max(pixelPos.y - 0.5, In.TexCoords0.x);
float bottom = min(pixelPos.y + 0.5, In.TexCoords0.y);
float area = bottom - top;
float left = pixelPos.x - 0.5;
float right = pixelPos.x + 0.5;
// use line equations to compute intersections of left/right edges with top/bottom of truncated pixel
// vecX: x = (left, top), y = (left, bottom), z = (right, top), w = (right, bottom)
float4 vecX = In.TexCoords1.xxzz * float2(top, bottom).xyxy + In.TexCoords1.yyww;
float2 invA = In.TexCoords0.zw;
// transform right line to left to be able to use same calculations for both
vecX.zw = 2 * pixelPos.x - vecX.zw;
float2 topX = float2(vecX.x, vecX.z);
float2 bottomX = float2(vecX.y, vecX.w);
// transform lines such that top intersection is to the right of bottom intersection
float2 topXTemp = max(topX, bottomX);
float2 bottomXTemp = min(topX, bottomX);
// make sure line slope reflects mirrored lines
invA = lerp(invA, -invA, step(topX, bottomX));
float2 vecLeftRight = float2(left, right);
// compute the intersections of the lines with the left and right edges of the pixel
// intersectY: x = (left_line, left), y = (left_line, right), z = (right_line, left), w = (right_line, right)
float4 intersectY = top + (vecLeftRight.xyxy - topXTemp.xxyy) * invA.xxyy;
float2 temp = lerp(area - 0.5 * (right - bottomXTemp) * (bottom - intersectY.yw), // left < bottom < right < top
(0.5 * (topXTemp + bottomXTemp) - left) * area, // left < bottom < top < right
step(topXTemp, right));
float2 excluded = 0.5 * (intersectY.xz - top) * (topXTemp - left); // bottom < left < top < right
excluded = lerp(0.5 * (intersectY.yw + intersectY.xz) - top, // bottom < left < right < top
excluded, step(topXTemp, right));
excluded = lerp(temp, // left < bottom < right (see calculation of temp)
excluded, step(bottomXTemp, left));
excluded = lerp(float2(area, area), // right < bottom < top
excluded, step(bottomXTemp, right));
excluded *= step(left, topXTemp);
float result = (area - excluded.x - excluded.y) * step(top, bottom);
Out.Color.r = result * g_mChannel[0];
Out.Color.g = result * g_mChannel[1];
Out.Color.b = result * g_mChannel[2];
Out.Color.a = result * g_mChannel[3];
return Out;
}
VS_FULL ViewProjectionVS( float4 Position : POSITION,
float4 Diffuse : COLOR0,
float4 TexCoords0 : TEXCOORD0,
float4 TexCoords1 : TEXCOORD1)
{
VS_FULL Output;
Output.Position = mul(Position, g_mTransformation);
Output.Position = mul(Output.Position, g_mViewProjection);
Output.Diffuse = Diffuse;
Output.TexCoords0 = TexCoords0;
Output.TexCoords1 = TexCoords1;
return Output;
}
PS_OUTPUT DirectMaskPS(VS_FULL In, float2 pixelPos : VPOS)
{
PS_OUTPUT Out;
Out.Color = In.Diffuse;
float2 maskcoords = ( (pixelPos + g_mMaskOffset) - 0.5 ) / g_mMaskSize;
float2 clipcoords = (pixelPos - 0.5) / g_mMaskSize;
float4 c = tex2D(AAMaskSampler, maskcoords.xy) * Out.Color.a;
Out.Color.a = c.r * g_mChannel[0];
Out.Color.a += c.g * g_mChannel[1];
Out.Color.a += c.b * g_mChannel[2];
Out.Color.a += c.a * g_mChannel[3];
return Out;
}
PS_OUTPUT MaskPS(VS_FULL In, float2 pixelPos : VPOS)
{
PS_OUTPUT Out;
if (g_mBrushMode == 1) {
float x = In.TexCoords0.x;
float y = In.TexCoords0.y;
x = x - int(x);
y = y - int(y);
Out.Color = tex2D(PixmapSampler, float2(x, y));
Out.Color.a = Out.Color.a * In.Diffuse.a;
} else if (g_mBrushMode == 2) {
Out.Color = tex1D(PixmapSampler, In.TexCoords0.x);
} else if (g_mBrushMode == 3) {
float t = atan2(In.TexCoords0.y, -In.TexCoords0.x) / (2 * M_PI);
Out.Color = tex1D(PixmapSampler, t + 0.5);
} else if (g_mBrushMode == 4) {
float2 tc = float2(In.TexCoords0.x, abs(In.TexCoords0.y));
float a = (tc.x - g_mFocalDist) / tc.y;
float b = g_mFocalDist;
float A = 1 + (a * a);
float B = 2.0 * a * b;
float C = (b * b) - 1;
float y = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A);
Out.Color = tex1D(PixmapSampler, (tc.y / y) );
} else if (g_mBrushMode == 5) {
Out.Color = tex2D(PixmapSampler, In.TexCoords0.xy);
Out.Color = Out.Color * In.Diffuse;
} else {
Out.Color = In.Diffuse;
}
float2 maskcoords = ( (pixelPos + g_mMaskOffset) - 0.5 ) / g_mMaskSize;
float4 c = tex2D(AAMaskSampler, maskcoords.xy) * Out.Color.a;
Out.Color.a = c.r * g_mChannel[0];
Out.Color.a += c.g * g_mChannel[1];
Out.Color.a += c.b * g_mChannel[2];
Out.Color.a += c.a * g_mChannel[3];
return Out;
}
struct VS_NORMAL
{
float4 Position : POSITION;
float4 Diffuse : COLOR0;
float4 TexCoords : TEXCOORD0;
};
VS_NORMAL MaskProjectionVS(VS_NORMAL In)
{
VS_NORMAL Output;
Output.Position = mul(In.Position, g_mMaskProjection);
Output.Diffuse = In.Diffuse;
Output.TexCoords = In.TexCoords;
return Output;
}
float4 DirectSimplePS(float4 Color : COLOR0) : COLOR0
{
return Color;
}
float4 SimplePS(float4 Color : COLOR0, float4 TexCoords : TEXCOORD0) : COLOR0
{
if (g_mBrushMode == 1) {
float opacity = Color.a;
float x = TexCoords.x;
float y = TexCoords.y;
x = x - int(x);
y = y - int(y);
Color = tex2D(PixmapSampler, float2(x, y));
Color.a = Color.a * opacity;
} else if (g_mBrushMode == 2) {
Color = tex1D(PixmapSampler, TexCoords.x);
} else if (g_mBrushMode == 3) {
float t = atan2(TexCoords.y, -TexCoords.x) / (2 * M_PI);
Color = tex1D(PixmapSampler, t + 0.5);
} else if (g_mBrushMode == 4) {
float2 tc = float2(TexCoords.x, abs(TexCoords.y));
float a = (tc.x - g_mFocalDist) / tc.y;
float b = g_mFocalDist;
float A = 1 + (a * a);
float B = 2.0 * a * b;
float C = (b * b) - 1;
float y = (-B + sqrt(B*B - 4.0*A*C)) / (2.0*A);
Color = tex1D(PixmapSampler, (tc.y / y) );
} else if (g_mBrushMode == 5) {
Color = tex2D(PixmapSampler, TexCoords.xy) * Color;
}
return Color;
}
float4 TextPS(float4 Color : COLOR0, float4 TexCoords : TEXCOORD0) : COLOR0
{
Color.a *= tex2D(TextSampler, TexCoords.xy).a;
return Color;
}
float4 ClearTypePS(float4 Color : COLOR0, float4 TexCoords : TEXCOORD0) : COLOR0
{
// if (g_mUsePixmap) {
// float4 MaskColor = tex2D(PixmapSampler, TexCoords.xy);
// Color = float4(1.0, 0.0, 0.0, 1.0);
// Color.a = (1 - MaskColor.a) + MaskColor.a * Color.a;
// Color.r = (1.0 - MaskColor.r) + (MaskColor.r * Color.r);
// Color.g = (1.0 - MaskColor.g) + (MaskColor.g * Color.g);
// Color.b = (1.0 - MaskColor.b) + (MaskColor.b * Color.b);
// Color = MaskColor;
return tex2D(PixmapSampler, TexCoords.xy);
}
VS_NORMAL NoTxAliasedVS(VS_NORMAL In)
{
VS_NORMAL Output;
Output.Position = mul(In.Position, g_mViewProjection);
Output.Diffuse = In.Diffuse;
Output.TexCoords = In.TexCoords;
return Output;
}
VS_NORMAL AliasedVS(VS_NORMAL In)
{
VS_NORMAL Output;
Output.Position = mul(In.Position, g_mTransformation);
Output.Position = mul(Output.Position, g_mViewProjection);
Output.Diffuse = In.Diffuse;
Output.TexCoords = In.TexCoords;
return Output;
}
VS_NORMAL AliasedLinesVS(VS_NORMAL In)
{
VS_NORMAL Output;
float4 start = float4(In.Position.x, In.Position.y, 0.5, In.Position.w);
float4 end = float4(In.TexCoords.z, In.TexCoords.w, 0.5, In.Position.w);
if (g_mCosmeticPen) {
start = mul(start, g_mTransformation);
end = mul(end, g_mTransformation);
}
float2 line_vec = end - start;
float2 vec = normalize(line_vec);
float2 norm = float2(-vec.y, vec.x);
float pen_width = In.Position.z;
norm = norm * pen_width * 0.5;
vec = vec * pen_width * 0.5;
Output.Position.w = In.Position.w;
Output.Position.x = start.x + (vec.x * In.TexCoords.x);
Output.Position.x = Output.Position.x + (norm.x * In.TexCoords.y);
Output.Position.x = Output.Position.x + (line_vec.x * step(0, In.TexCoords.x));
Output.Position.y = start.y + (vec.y * In.TexCoords.x);
Output.Position.y = Output.Position.y + (norm.y * In.TexCoords.y);
Output.Position.y = Output.Position.y + (line_vec.y * step(0, In.TexCoords.x));
Output.Position.z = 0.5;
if (!g_mCosmeticPen) {
Output.Position = mul(Output.Position, g_mTransformation);
}
Output.Position = mul(Output.Position, g_mViewProjection);
Output.Diffuse = In.Diffuse;
Output.TexCoords = In.TexCoords;
return Output;
}
technique Antialiased
{
pass PASS_AA_CREATEMASK
{
StencilEnable = False;
ZWriteEnable = False;
ColorWriteEnable = 0x0f;
ZEnable = False;
SrcBlend = One;
DestBlend = One;
VertexShader = compile vs_3_0 TrapezoidVS();
PixelShader = compile ps_3_0 TrapezoidPS();
}
pass PASS_AA_DRAW
{
StencilEnable = False;
ZFunc = Greater;
ZWriteEnable = False;
ZEnable = True;
ColorWriteEnable = 0x0f;
VertexShader = compile vs_3_0 ViewProjectionVS();
PixelShader = compile ps_3_0 MaskPS();
}
pass PASS_AA_DRAW_DIRECT
{
StencilEnable = False;
ZFunc = Greater;
ZEnable = True;
ZWriteEnable = False;
ColorWriteEnable = 0x0f;
VertexShader = compile vs_3_0 ViewProjectionVS();
PixelShader = compile ps_3_0 DirectMaskPS();
}
}
technique Aliased
{
pass PASS_STENCIL_ODDEVEN
{
TwoSidedStencilMode = False;
StencilEnable = True;
StencilPass = Invert;
StencilFunc = Always;
ColorWriteEnable = 0;
ZEnable = False;
ZWriteEnable = False;
VertexShader = compile vs_1_1 NoTxAliasedVS();
PixelShader = compile ps_2_0 DirectSimplePS();
}
pass PASS_STENCIL_WINDING
{
TwoSidedStencilMode = True;
StencilEnable = True;
StencilRef = 0;
StencilMask = 0xFFFFFFFF;
CCW_StencilPass = Incr;
CCW_StencilFunc = Always;
StencilPass = Decr;
StencilFunc = Always;
ColorWriteEnable = 0;
ZEnable = False;
ZWriteEnable = False;
VertexShader = compile vs_1_1 NoTxAliasedVS();
PixelShader = compile ps_2_0 DirectSimplePS();
}
pass PASS_STENCIL_DRAW
{
TwoSidedStencilMode = False;
StencilEnable = True;
StencilFunc = NotEqual;
StencilMask = 0xFFFFFFFF;
StencilRef = 0;
StencilPass = Zero;
StencilFail = Zero;
StencilZFail = Zero;
ColorWriteEnable = 0x0f;
ZEnable = True;
ZWriteEnable = False;
ZFunc = Greater;
VertexShader = compile vs_1_1 AliasedVS();
PixelShader = compile ps_2_0 SimplePS();
}
pass PASS_STENCIL_DRAW_DIRECT
{
TwoSidedStencilMode = False;
StencilEnable = True;
StencilFunc = NotEqual;
StencilMask = 0xFFFFFFFF;
StencilRef = 0;
StencilPass = Zero;
StencilFail = Zero;
StencilZFail = Zero;
ColorWriteEnable = 0x0f;
ZEnable = True;
ZWriteEnable = False;
ZFunc = Greater;
VertexShader = compile vs_1_1 AliasedVS();
PixelShader = compile ps_2_0 DirectSimplePS();
}
pass PASS_STENCIL_CLIP
{
TwoSidedStencilMode = False;
StencilEnable = True;
StencilFunc = NotEqual;
StencilMask = 0xFFFFFFFF;
StencilRef = 0;
StencilPass = Zero;
StencilFail = Zero;
StencilZFail = Zero;
ColorWriteEnable = 0;
ZEnable = True;
ZWriteEnable = True;
ZFunc = Always;
VertexShader = compile vs_1_1 NoTxAliasedVS();
PixelShader = compile ps_2_0 DirectSimplePS();
}
pass PASS_STENCIL_NOSTENCILCHECK
{
StencilEnable = False;
ZEnable = True;
ZWriteEnable = False;
ZFunc = Greater;
ColorWriteEnable = 0x0f;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 AliasedVS();
PixelShader = compile ps_2_0 SimplePS();
}
pass PASS_STENCIL_NOSTENCILCHECK_DIRECT
{
StencilEnable = False;
ZEnable = True;
ZWriteEnable = False;
ZFunc = Greater;
ColorWriteEnable = 0x0f;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 AliasedVS();
PixelShader = compile ps_2_0 DirectSimplePS();
}
pass PASS_TEXT
{
StencilEnable = False;
ZEnable = True;
ZWriteEnable = False;
ZFunc = Greater;
ColorWriteEnable = 0x0f;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 AliasedVS();
PixelShader = compile ps_2_0 TextPS();
}
pass PASS_CLEARTYPE_TEXT
{
StencilEnable = False;
ZEnable = True;
ZWriteEnable = False;
ZFunc = Greater;
ColorWriteEnable = 0x0f;
// SrcBlend = SrcAlpha;
// DestBlend = InvSrcAlpha;
// SrcBlend = DestColor;
// DestBlend = Zero;
SrcBlend = BlendFactor;
DestBlend = InvSrcColor;
// SrcBlend = Zero;
// DestBlend = SrcColor;
// SrcBlend = One;
// DestBlend = Zero;
VertexShader = compile vs_3_0 AliasedVS();
PixelShader = compile ps_3_0 ClearTypePS();
}
pass PASS_ALIASED_LINES
{
TwoSidedStencilMode = False;
StencilEnable = True;
StencilPass = Invert;
StencilFunc = Always;
ColorWriteEnable = 0;
ZEnable = False;
ZWriteEnable = False;
VertexShader = compile vs_1_1 AliasedLinesVS();
PixelShader = compile ps_2_0 DirectSimplePS();
}
pass PASS_ALIASED_LINES_DIRECT
{
StencilEnable = False;
ZEnable = True;
ZWriteEnable = False;
ZFunc = Greater;
ColorWriteEnable = 0x0f;
SrcBlend = SrcAlpha;
DestBlend = InvSrcAlpha;
VertexShader = compile vs_1_1 AliasedLinesVS();
PixelShader = compile ps_2_0 DirectSimplePS();
}
}
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