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float2 EyeToSourceUVScale;
float2 EyeToSourceUVOffset;
void main(in float2 Position : POSITION, in float4 Color : COLOR0,
in float2 TexCoord0 : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2,
out float4 oPosition : SV_Position, out float4 oColor : COLOR, out float3 oTexCoord0 : TEXCOORD0,
out float3 oTexCoord1 : TEXCOORD1, out float3 oTexCoord2 : TEXCOORD2)
{
oPosition.x = Position.x;
oPosition.y = Position.y;
oPosition.z = 0.5;
oPosition.w = 1.0;
// Scale them into UV lookup space
float2 tc0scaled = EyeToSourceUVScale * TexCoord0 + EyeToSourceUVOffset;
float2 tc1scaled = EyeToSourceUVScale * TexCoord1 + EyeToSourceUVOffset;
float2 tc2scaled = EyeToSourceUVScale * TexCoord2 + EyeToSourceUVOffset;
oTexCoord0 = float3(tc0scaled, 1); // R sample.
oTexCoord1 = float3(tc1scaled, 1); // G sample.
oTexCoord2 = float3(tc2scaled, 1); // B sample.
oColor = Color; // Used for vignette fade.
}
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