Hash :
8dc8e277
Author :
Date :
2013-01-11T04:10:45
Moved the shaders from libGLESv2 to the libGLESv2/renderer. TRAC #22230 Signed-off-by: Shannon Woods Signed-off-by: Daniel Koch Author: Geoff Lang git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1692 736b8ea6-26fd-11df-bfd4-992fa37f6226
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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;
};