Sunshine/assets/shaders/directx/ConvertUVVS.hlsl

29 lines
757 B
HLSL

struct VertTexPosWide {
float3 uuv : TEXCOORD;
float4 pos : SV_POSITION;
};
cbuffer info : register(b0) {
float width_i;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VertTexPosWide main_vs(uint vI : SV_VERTEXID)
{
float idHigh = float(vI >> 1);
float idLow = float(vI & uint(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u_right = idHigh * 2.0;
float u_left = u_right - width_i;
float v = 1.0 - idLow * 2.0;
VertTexPosWide vert_out;
vert_out.uuv = float3(u_left, u_right, v);
vert_out.pos = float4(x, y, 0.0, 1.0);
return vert_out;
}