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Xenia-Canary/src/xenia/gpu/shaders/fullscreen_cw.vs.xesl
Triang3l 04d5c40d0d [GPU/UI] XeSL readability improvements + float suffix
Use the _xe suffix instead of the xesl_ prefix for quicker visual
recognition of identifiers, also switch to snake_case for consistency.

Also add the f suffix to float32 literals because the Metal Shading
Language is based on C++.
2025-08-19 21:36:06 +03:00

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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 "../../ui/shaders/xesl.xesli"
// A clockwise triangle covering the whole viewport.
entry_outputs_begin_xe
entry_out_position_xe
entry_outputs_end_stage_inputs_begin_xe
entry_stage_inputs_end_bindings_begin_vertex_xe
entry_bindings_empty_end_inputs_begin_xe
entry_in_vertex_id_xe
entry_inputs_end_code_begin_xe
{
out_position_xe = float4_xe(
float2_xe((uint_x2_xe(in_vertex_id_xe) >> uint2_xe(0u, 1u)) & 1u) *
float2_xe(4.0f, 4.0f * NDC_DIRECTION_Y_XE) +
float2_xe(-1.0f, -NDC_DIRECTION_Y_XE),
0.0f, 1.0f);
}
entry_code_end_xe