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Sunshine/src_assets/windows/assets/shaders/directx/include/base_vs.hlsl
iMakeSoftware 3b81d0fd19
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fix(shaders/directx): replace modulus with bitwise operator (#3499)
2024-12-30 15:02:48 -05:00

54 lines
2.2 KiB
HLSL

#include "include/base_vs_types.hlsl"
vertex_t generate_fullscreen_triangle_vertex(uint vertex_id, float2 subsample_offset, int rotate_texture_steps)
{
vertex_t output;
float2 tex_coord;
if (vertex_id == 0) {
output.viewpoint_pos = float4(-1, -1, 0, 1);
tex_coord = float2(0, 1);
}
else if (vertex_id == 1) {
output.viewpoint_pos = float4(-1, 3, 0, 1);
tex_coord = float2(0, -1);
}
else {
output.viewpoint_pos = float4(3, -1, 0, 1);
tex_coord = float2(2, 1);
}
if (rotate_texture_steps != 0) {
float rotation_radians = radians(90 * rotate_texture_steps);
float2x2 rotation_matrix = { cos(rotation_radians), -sin(rotation_radians),
sin(rotation_radians), cos(rotation_radians) };
float2 rotation_center = { 0.5, 0.5 };
tex_coord = round(rotation_center + mul(rotation_matrix, tex_coord - rotation_center));
// Swap the xy offset coordinates if the texture is rotated an odd number of times.
if (rotate_texture_steps & 1) {
subsample_offset.xy = subsample_offset.yx;
}
}
#if defined(LEFT_SUBSAMPLING)
output.tex_right_left_center = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y);
#elif defined(LEFT_SUBSAMPLING_SCALE)
float2 halfsample_offset = subsample_offset / 2;
float3 right_center_left = float3(tex_coord.x + halfsample_offset.x,
tex_coord.x - halfsample_offset.x,
tex_coord.x - 3 * halfsample_offset.x);
float2 top_bottom = float2(tex_coord.y - halfsample_offset.y,
tex_coord.y + halfsample_offset.y);
output.tex_right_center_left_top = float4(right_center_left, top_bottom.x);
output.tex_right_center_left_bottom = float4(right_center_left, top_bottom.y);
#elif defined(TOPLEFT_SUBSAMPLING)
output.tex_right_left_top = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y - subsample_offset.y);
output.tex_right_left_bottom = float3(tex_coord.x, tex_coord.x - subsample_offset.x, tex_coord.y);
#else
output.tex_coord = tex_coord;
#endif
return output;
}