hl2_src-leak-2017/src/materialsystem/stdshaders/filmgrain_vs20.fxc

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#include "common_vs_fxc.h"
struct VS_INPUT
{
float3 vPos : POSITION;
float2 vInputImageCoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 InputImageCoord : TEXCOORD0;
float2 FilmGrainCoord : TEXCOORD1;
};
//
const float4 cFilmGrainOffset : register( SHADER_SPECIFIC_CONST_0 ); // should be SHADER_SPECIFIC_CONST_0
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
// Just copy these through to the output...
o.projPos = float4( v.vPos, 1.0f );
o.InputImageCoord = v.vInputImageCoord;
// Scale and bias the input coordinates to get grain coordinates
o.FilmGrainCoord.xy = v.vInputImageCoord.xy * cFilmGrainOffset.xy + cFilmGrainOffset.zw;
return o;
}