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Some renaming
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62
betterRenderer/shaders/imgui_vertex.hlsl
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62
betterRenderer/shaders/imgui_vertex.hlsl
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/*
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* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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struct Constants
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{
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float2 invDisplaySize;
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float outputNits;
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};
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#ifdef SPIRV
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[[vk::push_constant]] ConstantBuffer<Constants> g_Const;
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#else
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cbuffer g_Const : register(b0) { Constants g_Const; }
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#endif
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struct VS_INPUT
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{
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float2 pos : POSITION;
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float2 uv : TEXCOORD0;
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float4 col : COLOR0;
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};
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struct PS_INPUT
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{
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float4 out_pos : SV_POSITION;
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float4 out_col : COLOR0;
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float2 out_uv : TEXCOORD0;
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};
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PS_INPUT main(VS_INPUT input)
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{
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PS_INPUT output;
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output.out_pos.xy = input.pos.xy * g_Const.invDisplaySize * float2(2.0, -2.0) + float2(-1.0, 1.0);
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output.out_pos.zw = float2(0, 1);
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output.out_col = input.col;
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output.out_uv = input.uv;
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return output;
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}
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