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

37 lines
946 B
HLSL

struct PS_INPUT
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
cbuffer rotation_info : register(b2) {
int rotation;
};
PS_INPUT main_vs(uint vI : SV_VERTEXID)
{
PS_INPUT output;
if (vI == 0) {
output.pos = float4(-1, -1, 0, 1);
output.tex = float2(0, 1);
}
else if (vI == 1) {
output.pos = float4(-1, 3, 0, 1);
output.tex = float2(0, -1);
}
else if (vI == 2) {
output.pos = float4(3, -1, 0, 1);
output.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 };
output.tex = round(rotation_center + mul(rotation_matrix, output.tex - rotation_center));
}
return output;
}