e4s-sdk/gamedata/shaders/r3/stub_notransform_t_m2.vs
2026-06-17 23:06:51 +03:00

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618 B
GLSL

#include "common_iostructs.h"
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*2, 1.0f); // swizzle vertex colour
return O;
}