e4s-sdk/gamedata/shaders/r2/stub_notransform_t_font.vs.hlsl
2026-06-17 23:06:51 +03:00

27 lines
557 B
HLSL

#include "common.hlsli"
uniform float4 screen_res;
struct v2p_TL
{
float2 Tex0 : TEXCOORD0;
float4 Color : COLOR;
float4 HPos : POSITION; // Clip-space position (for rasterization)
};
v2p_TL main(v_vert I)
{
v2p_TL O;
{
// I.P.xy += 0.5f;
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 = 0; // I.uv + screen_res.zw * 0.5f;
O.Color = I.color.rgba; // swizzle vertex colour
return O;
}