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// Parameters passed from the vertex shader to the fragment shader.
struct QuadFragmentParameters
{
	float4 worldSpacePosition : TEXCOORD4;
	float2 texcoord0          : TEXCOORD0;
	half4  color              : COLOR;
};

#include <config.cg>
#include <globals.cg>

struct VertexOut
{
	QuadFragmentParameters params;
	float4				   screenSpacePosition : POSITION;
};

VertexOut  vmain(__in(float4,     localSpacePosition, POSITION)
                 __in_opt(half4,  vertexColor,        COLOR)
                 __in_opt(float3, localSpaceNormal,   NORMAL)
                 __in_opt(float4, localSpaceTangent,  SEMANTIC_TANGENT)
                 __in_opt(float4, vertexTexcoord0,    TEXCOORD0)
                 __in_opt(float4, vertexTexcoord1,    TEXCOORD1)
                 __in_opt(float4, vertexTexcoord2,    TEXCOORD2)
                 __in_opt(float4, vertexTexcoord3,    TEXCOORD3))
{
	VertexOut vout;

	vout.screenSpacePosition		= float4(mul(g_viewMatrix2D, float4(localSpacePosition.xyz,1)).xyz, localSpacePosition.w);
	vout.params.worldSpacePosition	= vout.screenSpacePosition;
	vout.params.texcoord0			= vertexTexcoord0.xy;
	vout.params.color				= vertexColor;

	return vout;
}

Commits for Divide-Dependencies/physx/APEX_1.4/media/SampleRenderer/4/shaders/vertex/screenquad.cg

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx