📄 cg_texture_vp.cg
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//
// Vertex Program
//
// - Calculates texture coordinate offsets
//
struct appin
{
float4 Pos : POSITION;
float4 Tex : TEXCOORD0;
};
struct vertout
{
float4 HPosition : POSITION;
float4 Tex0 : TEXCOORD0;
float4 Tex1 : TEXCOORD1;
float4 Tex2 : TEXCOORD2;
float4 Tex3 : TEXCOORD3;
};
vertout main( appin IN,
uniform float4x4 ModelViewProj,
uniform float4 shifts
)
{
vertout OUT;
OUT.HPosition = mul(ModelViewProj, IN.Pos);
OUT.Tex0.x = IN.Tex.x + shifts[0];
OUT.Tex0.y = IN.Tex.y;
OUT.Tex0.z = IN.Tex.z;
OUT.Tex1.x = IN.Tex.x;
OUT.Tex1.y = IN.Tex.y + shifts[1];
OUT.Tex1.z = IN.Tex.z;
OUT.Tex2.x = IN.Tex.x + shifts[2];
OUT.Tex2.y = IN.Tex.y;
OUT.Tex2.z = IN.Tex.z;
OUT.Tex3.x = IN.Tex.x;
OUT.Tex3.y = IN.Tex.y + shifts[3];
OUT.Tex3.z = IN.Tex.z;
return OUT;
}
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