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-rw-r--r--src/3rdparty/angle/src/libGLESv2/shaders/Blit.vs43
1 files changed, 43 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/shaders/Blit.vs b/src/3rdparty/angle/src/libGLESv2/shaders/Blit.vs
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index 0000000000..3a36980b93
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+++ b/src/3rdparty/angle/src/libGLESv2/shaders/Blit.vs
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+//
+// Copyright (c) 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;
+
+// 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);
+
+ return Out;
+};
+
+// Flip Y Vertex Shader
+// Input 0 is the homogenous position.
+// Outputs the homogenous position as-is.
+// Outputs a tex coord with (0,1) in the upper-left corner of the screen and (1,0) in the bottom right.
+// C0.XY must be the half-pixel width and height. C0.ZW must be 0.
+VS_OUTPUT flipyvs(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);
+
+ return Out;
+};