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//
// Copyright 2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
struct VS_OUTPUT
{
float4 position : POSITION;
float4 texcoord : TEXCOORD0;
};
uniform float4 halfPixelSize : c0;
uniform float4 texcoordOffset : c1;
// Standard Vertex Shader
// Input 0 is the homogenous position.
// Outputs the homogenous position as-is.
// Outputs a tex coord with (0,0) in the upper-left corner of the screen and (1,1) in the bottom right.
// C0.X must be negative half-pixel width, C0.Y must be half-pixel height. C0.ZW must be 0.
VS_OUTPUT standardvs(in float4 position : POSITION)
{
VS_OUTPUT Out;
Out.position = position + halfPixelSize;
Out.texcoord = ((position * float4(0.5, -0.5, 1.0, 1.0) + float4(0.5, 0.5, 0, 0)) * float4(texcoordOffset.zw, 1.0, 1.0)) + float4(texcoordOffset.xy, 0, 0);
return Out;
};