e4s-game/gamedata/shaders/d3d11/combine_1.vs.hlsl
2026-06-18 01:18:29 +03:00

24 lines
457 B
HLSL

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