40 lines
878 B
HLSL
40 lines
878 B
HLSL
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// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GammaCorrectionCommon.hlsl"
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cbuffer PerElementVSConstants
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{
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matrix WorldViewProjection;
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}
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struct VertexOut
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{
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float4 Position : SV_POSITION;
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float4 Color : COLOR0;
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float4 SecondaryColor : COLOR1;
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float4 TextureCoordinates : TEXCOORD0;
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};
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VertexOut Main(
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in float2 InPosition : POSITION,
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in float4 InTextureCoordinates : TEXCOORD0,
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in float2 MaterialTexCoords : TEXCOORD1,
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in float4 InColor : COLOR0,
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in float4 InSecondaryColor : COLOR1
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)
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{
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VertexOut Out;
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Out.Position = mul( WorldViewProjection, float4( InPosition.xy, 0, 1 ) );
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Out.TextureCoordinates = InTextureCoordinates;
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InColor.rgb = sRGBToLinear(InColor.rgb);
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InSecondaryColor.rgb = sRGBToLinear(InSecondaryColor.rgb);
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Out.Color = InColor;
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Out.SecondaryColor = InSecondaryColor;
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return Out;
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}
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