e4s-game/gamedata/shaders/d3d11/stub_notransform_t_m4.vs.hlsl
2026-06-18 01:18:29 +03:00

25 lines
592 B
HLSL

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