#include "common_vs_fxc.h" struct VS_INPUT { float3 vPos : POSITION; float2 vInputImageCoord : TEXCOORD0; }; struct VS_OUTPUT { float4 projPos : POSITION; float2 InputImageCoord : TEXCOORD0; float2 FilmGrainCoord : TEXCOORD1; }; // const float4 cFilmGrainOffset : register( SHADER_SPECIFIC_CONST_0 ); // should be SHADER_SPECIFIC_CONST_0 VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; // Just copy these through to the output... 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.InputImageCoord = v.vInputImageCoord; // Scale and bias the input coordinates to get grain coordinates o.FilmGrainCoord.xy = v.vInputImageCoord.xy * cFilmGrainOffset.xy + cFilmGrainOffset.zw; return o; }