//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #include "common_vs_fxc.h" struct VS_INPUT { float3 vPos : POSITION; float2 vBaseTexCoord : TEXCOORD0; }; struct VS_OUTPUT { float4 projPos : POSITION; float2 coordTap0 : TEXCOORD0; float2 coordTap1 : TEXCOORD1; float2 coordTap2 : TEXCOORD2; float2 coordTap3 : TEXCOORD3; }; float2 vsTapOffs[4] : register ( SHADER_SPECIFIC_CONST_0 ); VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; o.projPos = float4( v.vPos, 1.0f ); o.coordTap0 = v.vBaseTexCoord + vsTapOffs[0]; o.coordTap1 = v.vBaseTexCoord + vsTapOffs[1]; o.coordTap2 = v.vBaseTexCoord + vsTapOffs[2]; o.coordTap3 = v.vBaseTexCoord + vsTapOffs[3]; return o; }