Backlog/engine/ui/shaders/fragmentHelpers.hlsli

47 lines
1.0 KiB
HLSL

bool somewhatEqual(float left, float right)
{
return distance(left, right) < 1.0;
}
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
float contour(float dist, float edge, float width) {
return clamp(smoothstep(edge - width, edge + width, dist), 0.0, 1.0);
}
float getSample(
Texture2D<float4> SampleTexture,
SamplerState Sampler,
float2 texCoord,
float edge,
float width
) {
return contour( SampleTexture.Sample(Sampler, texCoord).r, edge, width);
}
bool scissor(float2 position, float2 topleft, float2 size)
{
if((position.x >= topleft.x) && (position.x <= (topleft.x + size.x)) &&
(position.y >= topleft.y) && (position.y <= topleft.y + size.y))
{
return true;
}
return false;
}
bool rect(float2 position, float2 topleft, float2 size)
{
if(position.x >= topleft.x && position.x <= topleft.x + size.x &&
position.y >= topleft.y && position.y <= topleft.y + size.y )
{
return true;
}
return false;
}