25 lines
611 B
HLSL
25 lines
611 B
HLSL
#include "common_iostructs.hlsli"
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float4 screen_res; // Screen resolution (x-Width,y-Height, zw - 1/resolution)
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// Vertex
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v2p_build main(v_build I)
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{
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v2p_build O;
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{
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I.P.xy += 0.5f; // Bugs with rasterizer??? Possible float-pixel shift.
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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.Tex1 = I.Tex1;
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O.Tex2 = I.Tex2;
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O.Tex3 = I.Tex3;
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return O;
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}
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