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materialsystem/stdshaders/depth_of_field_vs20.fxc
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materialsystem/stdshaders/depth_of_field_vs20.fxc
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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// Includes =======================================================================================
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#include "common_vs_fxc.h"
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// Input values ===================================================================================
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struct VS_INPUT
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{
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float3 vPos : POSITION;
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float2 vBaseTexCoord : TEXCOORD0;
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};
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// Interpolated values ============================================================================
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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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float2 vUv0 : TEXCOORD0;
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};
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// Main ===========================================================================================
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VS_OUTPUT main( const VS_INPUT i )
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{
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VS_OUTPUT o;
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o.projPos.xyzw = float4( i.vPos.xyz, 1.0f );
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o.vUv0.xy = i.vBaseTexCoord.xy;
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#ifdef _PS3
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// Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1]
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o.projPos.y = -o.projPos.y;
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o.projPos.z = 2.0f * o.projPos.z - o.projPos.w;
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#endif // _PS3
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return o;
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}
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