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HL2Overcharged/materialsystem/stdshaders/deferred_lightning_vs30.fxc
2025-05-21 21:20:08 +03:00

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#include "common_vs_fxc.h"
float2 screenSize;
float viewAspect;
float tanHalfFov;
struct VS_INPUT
{
float4 position : POSITION0;
};
struct VS_OUTPUT
{
float4 position : POSITION0;
float2 texCoord : TEXCOORD0;
float3 cameraEye : TEXCOORD1;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.position = v.position;
o.texCoord = v.position.xy * float2(0.5, -0.5) + float2(0.5, 0.5) + 0.5 / screenSize;
o.cameraEye = float3(v.position.x * tanHalfFov * viewAspect, v.position.y * tanHalfFov, 1);
return o;
}