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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;
}