source-engine/materialsystem/stdshaders/Downsample_vs11.fxc

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2020-04-22 16:56:21 +00:00
//====== Copyright <20> 1996-2004, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "common_vs_fxc.h"
struct VS_INPUT
{
float3 vPos : POSITION;
float2 vBaseTexCoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 coordTap0 : TEXCOORD0;
float2 coordTap1 : TEXCOORD1;
float2 coordTap2 : TEXCOORD2;
float2 coordTap3 : TEXCOORD3;
};
float2 vsTapOffs[4] : register ( SHADER_SPECIFIC_CONST_0 );
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = float4( v.vPos, 1.0f );
o.coordTap0 = v.vBaseTexCoord + vsTapOffs[0];
o.coordTap1 = v.vBaseTexCoord + vsTapOffs[1];
o.coordTap2 = v.vBaseTexCoord + vsTapOffs[2];
o.coordTap3 = v.vBaseTexCoord + vsTapOffs[3];
return o;
}