#include "common_vs_fxc.h" const float4 g_vTextureSizeInfo : register( SHADER_SPECIFIC_CONST_0 ); const float4 g_mBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 ); //SHADER_SPECIFIC_CONST_2 #define TEXEL_XINCR (g_vTextureSizeInfo.x) #define TEXEL_YINCR (g_vTextureSizeInfo.y) #define U_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.z) #define V_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.w) struct VS_INPUT { float4 vPos : POSITION; float2 vTexCoord0 : TEXCOORD0; }; struct VS_OUTPUT { float4 projPos : POSITION; //#if defined( _X360 ) // float2 baseTexCoord : TEXCOORD0; //#else float2 baseTexCoord00 : TEXCOORD0; float2 baseTexCoord01 : TEXCOORD1; float2 baseTexCoord10 : TEXCOORD2; float2 baseTexCoord11 : TEXCOORD3; float2 baseTexCoord_In_Pixels: TEXCOORD4; //#endif }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; o.projPos = mul( v.vPos, cModelViewProj ); #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 float4 vTexCoordInput = { v.vTexCoord0.x, v.vTexCoord0.y, 0.0f, 1.0f }; float2 vTexCoord; vTexCoord.x = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[0] ); vTexCoord.y = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[1] ); //#if defined( _X360 ) // o.baseTexCoord.xy = vTexCoord.xy; //#else // Compute quantities needed for pixel shader texture lerping o.baseTexCoord00.x = vTexCoord.x - TEXEL_XINCR; o.baseTexCoord00.y = vTexCoord.y - TEXEL_YINCR; o.baseTexCoord10.x = vTexCoord.x + TEXEL_XINCR; o.baseTexCoord10.y = vTexCoord.y - TEXEL_YINCR; o.baseTexCoord01.x = vTexCoord.x - TEXEL_XINCR; o.baseTexCoord01.y = vTexCoord.y + TEXEL_YINCR; o.baseTexCoord11.x = vTexCoord.x + TEXEL_XINCR; o.baseTexCoord11.y = vTexCoord.y + TEXEL_YINCR; o.baseTexCoord_In_Pixels.xy = o.baseTexCoord00.xy; o.baseTexCoord_In_Pixels.x *= U_TO_PIXEL_COORD_SCALE; o.baseTexCoord_In_Pixels.y *= V_TO_PIXEL_COORD_SCALE; //#endif return o; }