Counter Strike : Global Offensive Source Code
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//========== 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;
}