Sunshine/src_assets/windows/assets/shaders/directx/ConvertUVVS.hlsl

47 lines
1.2 KiB
HLSL

struct VertTexPosWide {
float3 uuv : TEXCOORD;
float4 pos : SV_POSITION;
};
cbuffer info : register(b0) {
float width_i;
};
cbuffer rotation_info : register(b1) {
int rotation;
};
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VertTexPosWide main_vs(uint vI : SV_VERTEXID)
{
VertTexPosWide output;
float2 tex;
if (vI == 0) {
output.pos = float4(-1, -1, 0, 1);
tex = float2(0, 1);
}
else if (vI == 1) {
output.pos = float4(-1, 3, 0, 1);
tex = float2(0, -1);
}
else if (vI == 2) {
output.pos = float4(3, -1, 0, 1);
tex = float2(2, 1);
}
if (rotation != 0) {
float rotation_radians = radians(90 * rotation);
float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
sin(rotation_radians), cos(rotation_radians) };
float2 rotation_center = { 0.5, 0.5 };
tex = round(rotation_center + mul(rotation_matrix, tex - rotation_center));
}
output.uuv = float3(tex.x, tex.x - width_i, tex.y);
return output;
}