//======= Copyright © 1996-2007, Valve Corporation, All rights reserved. ====== #include "common_vs_fxc.h" // This could be packed more efficiently if needed. const float4x2 cXformTexCoord0 : register( c2 ); const float4x2 cXformTexCoord1 : register( c4 ); const float4x2 cXformTexCoord2 : register( c6 ); const float4x2 cXformTexCoord3 : register( c8 ); struct VS_INPUT { float3 vPos : POSITION; float2 vBaseTexCoord : TEXCOORD0; }; struct VS_OUTPUT { float4 projPos : POSITION; float4 texCoord01 : TEXCOORD0; float4 texCoord23 : TEXCOORD1; }; #define texCoord0 texCoord01.xy #define texCoord1 texCoord01.zw #define texCoord2 texCoord23.xy #define texCoord3 texCoord23.zw VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; o.projPos = float4( v.vPos, 1.0f ); o.texCoord0 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord0 ); o.texCoord1 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord1 ); o.texCoord2 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord2 ); o.texCoord3 = mul( float3( v.vBaseTexCoord, 1 ), (float3x2)cXformTexCoord3 ); return o; }