[UI] UI common shaders to XeSL

This commit is contained in:
Triang3l
2022-02-06 22:48:24 +03:00
parent e07ed95f53
commit 9b1fdac986
76 changed files with 6490 additions and 6926 deletions

View File

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2022 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xesl.xesli"
xesl_push_constants_begin(b0, space0)
// If the layout is changed, update the base offset in all guest output pixel
// shaders!
xesl_float2 xe_triangle_strip_rect_offset;
// Can be negative.
xesl_float2 xe_triangle_strip_rect_size;
xesl_push_constants_end
xesl_entry
xesl_entry_bindings_end
xesl_input_vertex_id
xesl_entry_signature_next
xesl_output_position
xesl_entry_signature_end
xesl_Position =
xesl_float4(
xesl_push_constant(xe_triangle_strip_rect_offset) +
xesl_float2((xesl_uint2(xesl_VertexID, xesl_VertexID) >>
xesl_uint2(0u, 1u)) & 1u) *
xesl_push_constant(xe_triangle_strip_rect_size),
0.0, 1.0);
xesl_entry_end