//========== 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; }