struct VertTexPosWide { float3 uuv : TEXCOORD; float4 pos : SV_POSITION; }; cbuffer info : register(b0) { float width_i; }; cbuffer rotation_info : register(b1) { int rotation; }; //-------------------------------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------------------------------- VertTexPosWide main_vs(uint vI : SV_VERTEXID) { VertTexPosWide output; float2 tex; if (vI == 0) { output.pos = float4(-1, -1, 0, 1); tex = float2(0, 1); } else if (vI == 1) { output.pos = float4(-1, 3, 0, 1); tex = float2(0, -1); } else if (vI == 2) { output.pos = float4(3, -1, 0, 1); tex = float2(2, 1); } if (rotation != 0) { float rotation_radians = radians(90 * rotation); float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians), sin(rotation_radians), cos(rotation_radians) }; float2 rotation_center = { 0.5, 0.5 }; tex = round(rotation_center + mul(rotation_matrix, tex - rotation_center)); } output.uuv = float3(tex.x, tex.x - width_i, tex.y); return output; }