//========== Copyright (c) Valve Corporation, All rights reserved. ==========// // Includes ======================================================================================= #include "common_vs_fxc.h" // Input values =================================================================================== struct VS_INPUT { float3 vPos : POSITION; float2 vBaseTexCoord : TEXCOORD0; }; // Interpolated values ============================================================================ struct VS_OUTPUT { float4 projPos : POSITION; float2 vUv0 : TEXCOORD0; }; // Main =========================================================================================== VS_OUTPUT main( const VS_INPUT i ) { VS_OUTPUT o; o.projPos.xyzw = float4( i.vPos.xyz, 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.vUv0.xy = i.vBaseTexCoord.xy; return o; }