Counter Strike : Global Offensive Source Code
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
#include "common_vs_fxc.h"
float4 uvTransform : register ( SHADER_SPECIFIC_CONST_0 ); float4 uvTransform_UpperLeftLowerRight : register ( SHADER_SPECIFIC_CONST_1 );
struct VS_INPUT { float3 vPos : POSITION; float2 vBaseTexCoord : TEXCOORD0; };
struct VS_OUTPUT { float4 projPos : POSITION; float4 bloombaseCoords : TEXCOORD0; float4 fxaaCoords : TEXCOORD1; };
float2 PerformUVTransform( float2 uv ) { return uv * uvTransform.zw + uvTransform.xy; }
float4 PerformUVTransform_UpperLeftLowerRight( float2 uv ) { return uv.xyxy + uvTransform_UpperLeftLowerRight.xyzw; }
VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o;
o.projPos = float4( v.vPos, 1.0f );
#ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.projPos.y = -o.projPos.y; o.projPos.z = 2.0f * o.projPos.z - o.projPos.w; #endif // _PS3
// o.baseCoords.xy = v.vBaseTexCoord.xy; // o.bloomCoords.xy = PerformUVTransform( v.vBaseTexCoord.xy ); // Compute bloom tex coords
o.bloombaseCoords.zw = v.vBaseTexCoord.xy; o.bloombaseCoords.xy = PerformUVTransform( v.vBaseTexCoord.xy ); // Compute bloom tex coords
// extra fxaa coords // {xy__} = upper left of pixel // {__zw} = lower right of pixel o.fxaaCoords.xyzw = PerformUVTransform_UpperLeftLowerRight( o.bloombaseCoords.xy ); // Compute upper left, lower right tex coords
return o; }
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