Refactor shaders
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@@ -0,0 +1,45 @@
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#include "include/base_vs_types.hlsl"
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#if defined(LEFT_SUBSAMPLING)
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vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float subsample_offset, int rotate_texture_steps)
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#elif defined (TOPLEFT_SUBSAMPLING)
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vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float2 subsample_offset, int rotate_texture_steps)
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#else
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vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, int rotate_texture_steps)
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#endif
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{
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vertex_t output;
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float2 tex_coord;
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if (vertex_id == 0) {
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output.viewpoint_pos = float4(-1, -1, 0, 1);
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tex_coord = float2(0, 1);
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}
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else if (vertex_id == 1) {
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output.viewpoint_pos = float4(-1, 3, 0, 1);
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tex_coord = float2(0, -1);
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}
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else if (vertex_id == 2) {
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output.viewpoint_pos = float4(3, -1, 0, 1);
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tex_coord = float2(2, 1);
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}
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if (rotate_texture_steps != 0) {
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float rotation_radians = radians(90 * rotate_texture_steps);
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float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
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sin(rotation_radians), cos(rotation_radians) };
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float2 rotation_center = { 0.5, 0.5 };
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tex_coord = round(tex_coord + mul(rotation_matrix, tex_coord - rotation_center));
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}
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#if defined(LEFT_SUBSAMPLING)
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output.tex_right_left_center = float3(tex_coord.x, tex_coord.x - subsample_offset, tex_coord.y);
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#elif defined (TOPLEFT_SUBSAMPLING)
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output.tex_right_left_top = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y - subsample_offset.y);
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output.tex_right_left_bottom = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y);
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#else
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output.tex_coord = tex_coord;
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#endif
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return output;
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}
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