| 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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