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39 lines
934 B
39 lines
934 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 vInputImageCoord : 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 InputImageCoord : TEXCOORD0;
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float2 FilmGrainCoord : TEXCOORD1;
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};
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//
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const float4 cFilmGrainOffset : register( SHADER_SPECIFIC_CONST_0 ); // should be 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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// Just copy these through to the output...
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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.InputImageCoord = v.vInputImageCoord;
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// Scale and bias the input coordinates to get grain coordinates
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o.FilmGrainCoord.xy = v.vInputImageCoord.xy * cFilmGrainOffset.xy + cFilmGrainOffset.zw;
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return o;
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}
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