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gamedata/shaders/d3d11/stub_notransform_t_m4.vs.hlsl
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gamedata/shaders/d3d11/stub_notransform_t_m4.vs.hlsl
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#include "common_iostructs.hlsli"
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uniform float4 screen_res; // Screen resolution (x-Width,y-Height, zw - 1/resolution)
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// Vertex
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v2p_TL main(v_TL_positiont I)
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{
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v2p_TL O;
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// O.HPos = P;
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{
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I.P.xy += 0.5f;
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// O.HPos.x = I.P.x/1024 * 2 - 1;
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// O.HPos.y = (I.P.y/768 * 2 - 1)*-1;
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O.HPos.x = I.P.x * screen_res.z * 2 - 1;
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O.HPos.y = (I.P.y * screen_res.w * 2 - 1) * -1;
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O.HPos.zw = I.P.zw;
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}
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O.Tex0 = I.Tex0;
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O.Color = float4(I.Color.bgr * 4, 1.0f); // swizzle vertex colour
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return O;
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}
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