Torque3D/Templates/Full/game/shaders/common/postFx/postFxV.hlsl
2012-09-19 11:54:25 -04:00

45 lines
1.8 KiB
HLSL

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "./postFx.hlsl"
#include "./../torque.hlsl"
uniform float4 rtParams0;
uniform float4 rtParams1;
uniform float4 rtParams2;
uniform float4 rtParams3;
PFXVertToPix main( PFXVert IN )
{
PFXVertToPix OUT;
OUT.hpos = IN.pos;
OUT.uv0 = viewportCoordToRenderTarget( IN.uv, rtParams0 );
OUT.uv1 = viewportCoordToRenderTarget( IN.uv, rtParams1 );
OUT.uv2 = viewportCoordToRenderTarget( IN.uv, rtParams2 );
OUT.uv3 = viewportCoordToRenderTarget( IN.uv, rtParams3 );
OUT.wsEyeRay = IN.wsEyeRay;
return OUT;
}