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gamedata/shaders/r2/stub_notransform_t_font.vs.hlsl
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gamedata/shaders/r2/stub_notransform_t_font.vs.hlsl
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#include "common.hlsli"
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uniform float4 screen_res;
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struct v2p_TL
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{
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float2 Tex0 : TEXCOORD0;
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float4 Color : COLOR;
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float4 HPos : POSITION; // Clip-space position (for rasterization)
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};
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v2p_TL main(v_vert I)
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{
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v2p_TL O;
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{
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// I.P.xy += 0.5f;
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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 = 0; // I.uv + screen_res.zw * 0.5f;
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O.Color = I.color.rgba; // swizzle vertex colour
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return O;
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}
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