#include "xenos_draw.hlsli" // TODO(Triang3l): Figure out how to see which interpolator gets adjusted. [maxvertexcount(4)] void main(point XeVertexPreGS xe_in[1], inout TriangleStream xe_stream) { if (xe_in[0].cull_distance < 0.0f || any(isnan(xe_in[0].post_gs.position))) { return; } XeVertexPostGS xe_out; xe_out.pre_ps.interpolators = xe_in[0].post_gs.pre_ps.interpolators; xe_out.pre_ps.point_params.z = xe_in[0].post_gs.pre_ps.point_params.z; xe_out.pre_ps.clip_space_zw = xe_in[0].post_gs.pre_ps.clip_space_zw; xe_out.position.zw = xe_in[0].post_gs.position.zw; xe_out.clip_distance_0123 = xe_in[0].post_gs.clip_distance_0123; xe_out.clip_distance_45 = xe_in[0].post_gs.clip_distance_45; // Shader header writes -1.0f to point_size by default, so any positive value // means that it was overwritten by the translated vertex shader. float2 point_size = xe_in[0].post_gs.pre_ps.point_params.z > 0.0f ? xe_in[0].post_gs.pre_ps.point_params.zz : xe_point_size; point_size = clamp(point_size, xe_point_size_min_max.xx, xe_point_size_min_max.yy) * xe_point_screen_to_ndc * xe_in[0].post_gs.position.w; xe_out.pre_ps.point_params.xy = float2(0.0, 0.0); // TODO(Triang3l): On Vulkan, sign of Y needs to inverted because of // upper-left origin. // TODO(Triang3l): Investigate the true signs of point sprites. xe_out.position.xy = xe_in[0].post_gs.position.xy + float2(-point_size.x, point_size.y); xe_stream.Append(xe_out); xe_out.pre_ps.point_params.xy = float2(0.0, 1.0); xe_out.position.xy = xe_in[0].post_gs.position.xy - point_size; xe_stream.Append(xe_out); xe_out.pre_ps.point_params.xy = float2(1.0, 0.0); xe_out.position.xy = xe_in[0].post_gs.position.xy + point_size; xe_stream.Append(xe_out); xe_out.pre_ps.point_params.xy = float2(1.0, 1.0); xe_out.position.xy = xe_in[0].post_gs.position.xy + float2(point_size.x, -point_size.y); xe_stream.Append(xe_out); xe_stream.RestartStrip(); }