source-engine/materialsystem/stdshaders/compositor_vs20.fxc

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2020-04-23 00:56:21 +08:00
//======= Copyright <20> 1996-2007, Valve Corporation, All rights reserved. ======
#include "common_vs_fxc.h"
// This could be packed more efficiently if needed.
const float4x2 cXformTexCoord0 : register( c2 );
const float4x2 cXformTexCoord1 : register( c4 );
const float4x2 cXformTexCoord2 : register( c6 );
const float4x2 cXformTexCoord3 : register( c8 );
struct VS_INPUT
{
float3 vPos : POSITION;
float2 vBaseTexCoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float4 texCoord01 : TEXCOORD0;
float4 texCoord23 : TEXCOORD1;
};
#define texCoord0 texCoord01.xy
#define texCoord1 texCoord01.zw
#define texCoord2 texCoord23.xy
#define texCoord3 texCoord23.zw
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = float4( v.vPos, 1.0f );
o.texCoord0 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord0 );
o.texCoord1 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord1 );
o.texCoord2 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord2 );
o.texCoord3 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord3 );
return o;
}