// DYNAMIC: "COMPRESSED_VERTS" "0..1" #include "common_vs_fxc.h" struct VS_INPUT { float4 vPos : POSITION; float4 vTexCoord0 : TEXCOORD0; }; struct VS_OUTPUT { float4 vProjPos : POSITION; float2 vUv0 : TEXCOORD0; }; VS_OUTPUT main( const VS_INPUT i ) { VS_OUTPUT o; o.vProjPos.xyzw = mul( i.vPos.xyzw, cModelViewProj ); o.vUv0.xy = i.vTexCoord0.xy; #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.vProjPos.y = -o.vProjPos.y; o.vProjPos.z = 2.0f * o.vProjPos.z - o.vProjPos.w; #endif // _PS3 return o; }