35 lines
759 B
GLSL
35 lines
759 B
GLSL
#include "common.h"
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struct _in {
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float4 p : POSITION ; // xy=pos, zw=tc0
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float2 tcJ : TEXCOORD0; // jitter coords
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};
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struct _out {
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float4 hpos : POSITION ;
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#ifdef USE_VTF
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float4 tc0 : TEXCOORD0 ; // tc.xy, tc.w = tonemap scale
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#else
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float2 tc0 : TEXCOORD0 ; // tc.xy
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#endif
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float2 tcJ : TEXCOORD1; // jitter coords
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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// Vertex
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_out main ( _in I )
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{
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_out O;
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O.hpos = float4 (I.p.x, -I.p.y, 0, 1);
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#ifdef USE_VTF
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float scale = tex2Dlod (s_tonemap,float4(.5,.5,.5,.5)).x ;
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O.tc0 = float4 (I.p.zw, scale, scale);
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#else
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O.tc0 = I.p.zw ;
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#endif
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O.tcJ = I.tcJ;
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return O;
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}
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FXVS;
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