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56
materialsystem/stdshaders/engine_post_vs20.fxc
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56
materialsystem/stdshaders/engine_post_vs20.fxc
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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#include "common_vs_fxc.h"
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float4 uvTransform : register ( SHADER_SPECIFIC_CONST_0 );
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float4 uvTransform_UpperLeftLowerRight : register ( SHADER_SPECIFIC_CONST_1 );
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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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struct VS_OUTPUT
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{
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float4 projPos : POSITION;
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float4 bloombaseCoords : TEXCOORD0;
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float4 fxaaCoords : TEXCOORD1;
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};
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float2 PerformUVTransform( float2 uv )
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{
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return uv * uvTransform.zw + uvTransform.xy;
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}
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float4 PerformUVTransform_UpperLeftLowerRight( float2 uv )
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{
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return uv.xyxy + uvTransform_UpperLeftLowerRight.xyzw;
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}
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VS_OUTPUT main( const VS_INPUT v )
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{
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VS_OUTPUT o;
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o.projPos = float4( v.vPos, 1.0f );
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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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// o.baseCoords.xy = v.vBaseTexCoord.xy;
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// o.bloomCoords.xy = PerformUVTransform( v.vBaseTexCoord.xy ); // Compute bloom tex coords
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o.bloombaseCoords.zw = v.vBaseTexCoord.xy;
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o.bloombaseCoords.xy = PerformUVTransform( v.vBaseTexCoord.xy ); // Compute bloom tex coords
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// extra fxaa coords
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// {xy__} = upper left of pixel
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// {__zw} = lower right of pixel
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o.fxaaCoords.xyzw = PerformUVTransform_UpperLeftLowerRight( o.bloombaseCoords.xy ); // Compute upper left, lower right tex coords
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return o;
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}
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