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source: data/trunk/programs/StdQuad_vp.cg @ 10256

Last change on this file since 10256 was 7708, checked in by dafrick, 14 years ago

Merging cleanup branch. You will need to update your data repository as well as your local copy of the code.

  • Property svn:eol-style set to native
File size: 2.8 KB
Line 
1void 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
21void 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
43void 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
65void 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
89void 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}
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