[692] | 1 | void StdQuad_vp |
---|
| 2 | ( |
---|
| 3 | in float4 inPos : POSITION, |
---|
| 4 | |
---|
| 5 | out float4 pos : POSITION, |
---|
| 6 | out float2 uv0 : TEXCOORD0, |
---|
| 7 | |
---|
| 8 | uniform float4x4 worldViewProj |
---|
| 9 | ) |
---|
| 10 | { |
---|
| 11 | // Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc) |
---|
| 12 | pos = mul(worldViewProj, inPos); |
---|
| 13 | |
---|
| 14 | // The input positions adjusted by texel offsets, so clean up inaccuracies |
---|
| 15 | inPos.xy = sign(inPos.xy); |
---|
| 16 | |
---|
| 17 | // Convert to image-space |
---|
| 18 | uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f; |
---|
| 19 | } |
---|
| 20 | |
---|
| 21 | void StdQuad_Tex2_vp |
---|
| 22 | ( |
---|
| 23 | in float4 inPos : POSITION, |
---|
| 24 | |
---|
| 25 | out float4 pos : POSITION, |
---|
| 26 | out float2 uv0 : TEXCOORD0, |
---|
| 27 | out float2 uv1 : TEXCOORD1, |
---|
| 28 | |
---|
| 29 | uniform float4x4 worldViewProj |
---|
| 30 | ) |
---|
| 31 | { |
---|
| 32 | // Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc) |
---|
| 33 | pos = mul(worldViewProj, inPos); |
---|
| 34 | |
---|
| 35 | // The input positions adjusted by texel offsets, so clean up inaccuracies |
---|
| 36 | inPos.xy = sign(inPos.xy); |
---|
| 37 | |
---|
| 38 | // Convert to image-space |
---|
| 39 | uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f; |
---|
| 40 | uv1 = uv0; |
---|
| 41 | } |
---|
| 42 | |
---|
| 43 | void StdQuad_Tex2a_vp |
---|
| 44 | ( |
---|
| 45 | in float4 inPos : POSITION, |
---|
| 46 | |
---|
| 47 | out float4 pos : POSITION, |
---|
| 48 | out float2 uv0 : TEXCOORD0, |
---|
| 49 | out float2 uv1 : TEXCOORD1, |
---|
| 50 | |
---|
| 51 | uniform float4x4 worldViewProj |
---|
| 52 | ) |
---|
| 53 | { |
---|
| 54 | // Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc) |
---|
| 55 | pos = mul(worldViewProj, inPos); |
---|
| 56 | |
---|
| 57 | // The input positions adjusted by texel offsets, so clean up inaccuracies |
---|
| 58 | inPos.xy = sign(inPos.xy); |
---|
| 59 | |
---|
| 60 | // Convert to image-space |
---|
| 61 | uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f; |
---|
| 62 | uv1 = inPos.xy; |
---|
| 63 | } |
---|
| 64 | |
---|
| 65 | void StdQuad_Tex3_vp |
---|
| 66 | ( |
---|
| 67 | in float4 inPos : POSITION, |
---|
| 68 | |
---|
| 69 | out float4 pos : POSITION, |
---|
| 70 | out float2 uv0 : TEXCOORD0, |
---|
| 71 | out float2 uv1 : TEXCOORD1, |
---|
| 72 | out float2 uv2 : TEXCOORD2, |
---|
| 73 | |
---|
| 74 | uniform float4x4 worldViewProj |
---|
| 75 | ) |
---|
| 76 | { |
---|
| 77 | // Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc) |
---|
| 78 | pos = mul(worldViewProj, inPos); |
---|
| 79 | |
---|
| 80 | // The input positions adjusted by texel offsets, so clean up inaccuracies |
---|
| 81 | inPos.xy = sign(inPos.xy); |
---|
| 82 | |
---|
| 83 | // Convert to image-space |
---|
| 84 | uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f; |
---|
| 85 | uv1 = uv0; |
---|
| 86 | uv2 = uv0; |
---|
| 87 | } |
---|
| 88 | |
---|
| 89 | void StdQuad_Tex4_vp |
---|
| 90 | ( |
---|
| 91 | in float4 inPos : POSITION, |
---|
| 92 | |
---|
| 93 | out float4 pos : POSITION, |
---|
| 94 | out float2 uv0 : TEXCOORD0, |
---|
| 95 | out float2 uv1 : TEXCOORD1, |
---|
| 96 | out float2 uv2 : TEXCOORD2, |
---|
| 97 | out float2 uv3 : TEXCOORD3, |
---|
| 98 | |
---|
| 99 | uniform float4x4 worldViewProj |
---|
| 100 | ) |
---|
| 101 | { |
---|
| 102 | // Use standardise transform, so work accord with render system specific (RS depth, requires texture flipping, etc) |
---|
| 103 | pos = mul(worldViewProj, inPos); |
---|
| 104 | |
---|
| 105 | // The input positions adjusted by texel offsets, so clean up inaccuracies |
---|
| 106 | inPos.xy = sign(inPos.xy); |
---|
| 107 | |
---|
| 108 | // Convert to image-space |
---|
| 109 | uv0 = (float2(inPos.x, -inPos.y) + 1.0f) * 0.5f; |
---|
| 110 | uv1 = uv0; |
---|
| 111 | uv2 = uv0; |
---|
| 112 | uv3 = uv0; |
---|
| 113 | } |
---|