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//======= Copyright <EFBFBD> 1996-2007, Valve Corporation, All rights reserved. ======
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#include "common_vs_fxc.h"
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// This could be packed more efficiently if needed.
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const float4x2 cXformTexCoord0 : register( c2 );
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const float4x2 cXformTexCoord1 : register( c4 );
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const float4x2 cXformTexCoord2 : register( c6 );
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const float4x2 cXformTexCoord3 : register( c8 );
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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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float4 texCoord01 : TEXCOORD0;
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float4 texCoord23 : TEXCOORD1;
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};
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#define texCoord0 texCoord01.xy
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#define texCoord1 texCoord01.zw
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#define texCoord2 texCoord23.xy
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#define texCoord3 texCoord23.zw
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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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o.texCoord0 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord0 );
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o.texCoord1 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord1 );
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o.texCoord2 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord2 );
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o.texCoord3 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord3 );
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return o;
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}
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