整理目录
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cbuffer rotate_texture_steps_cbuffer : register(b1) {
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int rotate_texture_steps;
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};
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cbuffer color_matrix_cbuffer : register(b3) {
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float4 color_vec_y;
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float4 color_vec_u;
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float4 color_vec_v;
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float2 range_y;
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float2 range_uv;
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};
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#define PLANAR_VIEWPORTS
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#include "include/base_vs.hlsl"
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vertex_t main_vs(uint vertex_id : SV_VertexID)
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{
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vertex_t output = generate_fullscreen_triangle_vertex(vertex_id % 3, float2(0, 0), rotate_texture_steps);
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output.viewport = vertex_id / 3;
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if (output.viewport == 0) {
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output.color_vec = color_vec_y;
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}
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else if (output.viewport == 1) {
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output.color_vec = color_vec_u;
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}
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else {
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output.color_vec = color_vec_v;
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}
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return output;
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}
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