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