/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "global.inc" uniform float4 rpUser0 : register( c128 ); //rpCenterScaleTex0 uniform float4 rpUser1 : register( c129 ); //rpRotateTex0 uniform float4 rpUser2 : register( c130 ); //rpCenterScaleTex1 struct VS_IN { float4 position : POSITION; float2 texcoord : TEXCOORD0; float4 normal : NORMAL; float4 tangent : TANGENT; float4 color : COLOR0; }; struct VS_OUT { float4 position : POSITION; float2 texcoord0 : TEXCOORD0; float2 texcoord1 : TEXCOORD1; float2 texcoord2 : TEXCOORD2; }; void main( VS_IN vertex, out VS_OUT result ) { result.position.x = dot4( vertex.position, rpMVPmatrixX ); result.position.y = dot4( vertex.position, rpMVPmatrixY ); result.position.z = dot4( vertex.position, rpMVPmatrixZ ); result.position.w = dot4( vertex.position, rpMVPmatrixW ); const float4 centerScaleTex0 = rpUser0; const float4 rotateTex0 = rpUser1; const float4 centerScaleTex1 = rpUser2; //center scale and rotate for _accum float2 tc0 = CenterScale( vertex.texcoord, centerScaleTex0.xy ); result.texcoord0 = Rotate2D( tc0, rotateTex0.xy ); //center scale for mask result.texcoord1 = CenterScale( vertex.texcoord, centerScaleTex1.xy ); // pass through for currentrender result.texcoord2 = vertex.texcoord; }