📄 sky_vs20.fxc
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#include "common_vs_fxc.h"
const float4 cBaseTexCoordTransform[2] : register( c90 );
struct VS_INPUT
{
float4 vPos : POSITION;
// make these float2's and stick the [n n 0 1] in the dot math.
float4 vTexCoord0 : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 projPos : POSITION;
float2 baseTexCoord : TEXCOORD0;
};
VS_OUTPUT main( const VS_INPUT v )
{
VS_OUTPUT o = ( VS_OUTPUT )0;
o.projPos = mul( v.vPos, cModelViewProj );
o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] );
o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] );
return o;
}
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