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65 lines
1.8 KiB
65 lines
1.8 KiB
5 years ago
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#include "common_vs_fxc.h"
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const float4 g_vTextureSizeInfo : register( SHADER_SPECIFIC_CONST_0 );
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const float4 g_mBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_1 );
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//SHADER_SPECIFIC_CONST_2
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#define TEXEL_XINCR (g_vTextureSizeInfo.x)
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#define TEXEL_YINCR (g_vTextureSizeInfo.y)
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#define U_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.z)
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#define V_TO_PIXEL_COORD_SCALE (g_vTextureSizeInfo.w)
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struct VS_INPUT
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{
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float4 vPos : POSITION;
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float2 vTexCoord0 : 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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//#if defined( _X360 )
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// float2 baseTexCoord : TEXCOORD0;
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//#else
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float2 baseTexCoord00 : TEXCOORD0;
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float2 baseTexCoord01 : TEXCOORD1;
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float2 baseTexCoord10 : TEXCOORD2;
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float2 baseTexCoord11 : TEXCOORD3;
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float2 baseTexCoord_In_Pixels: TEXCOORD4;
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//#endif
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};
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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 = mul( v.vPos, cModelViewProj );
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float4 vTexCoordInput = { v.vTexCoord0.x, v.vTexCoord0.y, 0.0f, 1.0f };
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float2 vTexCoord;
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vTexCoord.x = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[0] );
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vTexCoord.y = dot( vTexCoordInput.xyzw, g_mBaseTexCoordTransform[1] );
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//#if defined( _X360 )
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// o.baseTexCoord.xy = vTexCoord.xy;
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//#else
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// Compute quantities needed for pixel shader texture lerping
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o.baseTexCoord00.x = vTexCoord.x - TEXEL_XINCR;
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o.baseTexCoord00.y = vTexCoord.y - TEXEL_YINCR;
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o.baseTexCoord10.x = vTexCoord.x + TEXEL_XINCR;
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o.baseTexCoord10.y = vTexCoord.y - TEXEL_YINCR;
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o.baseTexCoord01.x = vTexCoord.x - TEXEL_XINCR;
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o.baseTexCoord01.y = vTexCoord.y + TEXEL_YINCR;
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o.baseTexCoord11.x = vTexCoord.x + TEXEL_XINCR;
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o.baseTexCoord11.y = vTexCoord.y + TEXEL_YINCR;
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o.baseTexCoord_In_Pixels.xy = o.baseTexCoord00.xy;
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o.baseTexCoord_In_Pixels.x *= U_TO_PIXEL_COORD_SCALE;
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o.baseTexCoord_In_Pixels.y *= V_TO_PIXEL_COORD_SCALE;
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//#endif
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return o;
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}
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