// // 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; };