17 lines
360 B
HLSL
17 lines
360 B
HLSL
#include "common.hlsli"
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// Vertex
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uniform float4 screen_res;
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p_shadow main(v2p_screen I)
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{
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p_shadow O;
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// Transform to screen space (in d3d9 it was done automatically)
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O.hpos.x = (I.HPos.x * screen_res.z * 2 - 1);
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O.hpos.y = -(I.HPos.y * screen_res.w * 2 - 1);
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O.hpos.zw = I.HPos.zw;
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O.tc0 = I.tc0;
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return O;
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}
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