/* GStreamer * Copyright (C) 2023 Seungha Yang * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifdef BUILDING_HLSL Texture2D shaderTexture; SamplerState samplerState; struct PS_INPUT { float4 Position : SV_POSITION; float2 Texture : TEXCOORD; }; float4 PSMain_sample_premul (PS_INPUT input): SV_TARGET { float4 sample = shaderTexture.Sample (samplerState, input.Texture); float4 premul_sample; premul_sample.r = saturate (sample.r * sample.a); premul_sample.g = saturate (sample.g * sample.a); premul_sample.b = saturate (sample.b * sample.a); premul_sample.a = sample.a; return premul_sample; } #else static const char g_PSMain_sample_premul_str[] = "Texture2D shaderTexture;\n" "SamplerState samplerState;\n" "\n" "struct PS_INPUT\n" "{\n" " float4 Position : SV_POSITION;\n" " float2 Texture : TEXCOORD;\n" "};\n" "\n" "float4 PSMain_sample_premul (PS_INPUT input): SV_TARGET\n" "{\n" " float4 sample = shaderTexture.Sample (samplerState, input.Texture);\n" " float4 premul_sample;\n" " premul_sample.r = saturate (sample.r * sample.a);\n" " premul_sample.g = saturate (sample.g * sample.a);\n" " premul_sample.b = saturate (sample.b * sample.a);\n" " premul_sample.a = sample.a;\n" " return premul_sample;\n" "}\n"; #endif