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40 lines
893 B
40 lines
893 B
#include "common_vs_fxc.h"
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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float2 vBaseTexCoord : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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float2 coordTap0 : TEXCOORD0;
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float2 coordTap1 : TEXCOORD1;
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float2 coordTap2 : TEXCOORD2;
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float2 coordTap3 : TEXCOORD3;
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};
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float2 vsTapOffs[4] : register ( SHADER_SPECIFIC_CONST_0 );
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o = ( VS_OUTPUT )0;
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o.projPos = float4( v.vPos, 1.0f );
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#ifdef _PS3
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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o.coordTap0 = v.vBaseTexCoord + vsTapOffs[0];
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o.coordTap1 = v.vBaseTexCoord + vsTapOffs[1];
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o.coordTap2 = v.vBaseTexCoord + vsTapOffs[2];
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o.coordTap3 = v.vBaseTexCoord + vsTapOffs[3];
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return o;
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}
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