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gamedata/shaders/d3d11/combine_1.vs.hlsl
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gamedata/shaders/d3d11/combine_1.vs.hlsl
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#include "common.hlsli"
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struct _in
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{
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float4 P : POSITIONT; // xy=pos, zw=tc0
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float2 tcJ : TEXCOORD0; // jitter coords
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};
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struct v2p
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{
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float4 tc0 : TEXCOORD0; // tc.xy, tc.w = tonemap scale
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float2 tcJ : TEXCOORD1; // jitter coords
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float4 hpos : SV_POSITION;
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};
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// Vertex
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v2p main(_in I)
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{
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v2p O;
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O.hpos = float4(I.P.x, -I.P.y, 0, 1);
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O.tc0 = float4(I.P.zw, 1, 1);
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O.tcJ = I.tcJ;
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return O;
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}
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