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/* Automatically generated file; do not edit */
// This vertex shader takes inputs in integer pixels, as well as
// clip, tile, and output offsets in integer pixels, and outputs
// in floating point coordinates understood by the DX drawing system.
struct VS_INPUT {
uint2 pos :POSITION;
};
struct VS_OUTPUT {
float2 tile_pos :TEXCOORD0;
float2 clip_pos :TEXCOORD1;
float2 out_pos :TEXCOORD2;
float4 pos :SV_POSITION;
};
cbuffer info :register(b0) {
float2 wh; // Half width, half height of target drawable
uint2 tile_offset;
uint2 stipple_size; // Set to 1 x 1 for tiles
uint2 clip_offset;
uint2 clip_size;
}
cbuffer output_info :register(b1) {
uint2 out_offset;
}
VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
output.pos.x = input.pos.x / wh.x - 1.0f;
output.pos.y = -(input.pos.y / wh.y - 1.0f);
output.pos.z = 0;
output.pos.w = 1;
output.tile_pos = input.pos - tile_offset;
output.tile_pos /= (float2)stipple_size;
output.clip_pos = input.pos - clip_offset;
output.clip_pos /= (float2)clip_size;
output.out_pos = input.pos - out_offset;
return output;
}
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