27 lines
602 B
GLSL
27 lines
602 B
GLSL
#include "common.h"
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struct _in
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{
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float4 P : POSITIONT; // xy=pos, zw=tc0
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float2 tcJ : TEXCOORD0; // jitter coords
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};
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struct v2p
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{
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float4 tc0 : TEXCOORD0; // tc.xy, tc.w = tonemap scale
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float2 tcJ : TEXCOORD1; // jitter coords
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float4 hpos: SV_Position;
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};
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//////////////////////////////////////////////////////////////////////////////////////////
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// Vertex
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v2p main ( _in I )
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{
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v2p O;
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O.hpos = float4 (I.P.x, -I.P.y, 0, 1);
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float scale = s_tonemap.Load(int3(0,0,0)).x;
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O.tc0 = float4 (I.P.zw, scale, scale);
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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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