/* Copyright (C) 2006 guest(r) - guest.r@gmail.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // Needed by my shaders // matrix definitions float4x4 World : WORLD; float4x4 View : VIEW; float4x4 Projection : PROJECTION; float4x4 WorldView : WORLDVIEW; float4x4 ViewProjection : VIEWPROJECTION; float4x4 WorldViewProjection : WORLDVIEWPROJECTION; // useful variables float2 ps : TEXELSIZE; float3 dt = float3(1,1,1); float4 d4 = float4(1,1,1,1); // sampler init texture s_tex : SOURCETEXTURE; texture t_tex : WORKINGTEXTURE; sampler s_p = sampler_state { Texture = (s_tex); MinFilter = POINT; MagFilter = POINT; }; sampler s_l = sampler_state { Texture = (s_tex); MinFilter = LINEAR; MagFilter = LINEAR; }; sampler s_w = sampler_state { Texture = (t_tex); MinFilter = POINT; MagFilter = POINT; }; sampler w_l = sampler_state { Texture = (t_tex); MinFilter = LINEAR; MagFilter = LINEAR; }; // Vertex struct definitions // Standard 9 texel struct VERTEX_STUFF0 { float4 coord : POSITION; float2 CT : TEXCOORD0; float4 t1 : TEXCOORD1; float4 t2 : TEXCOORD2; float4 t3 : TEXCOORD3; float4 t4 : TEXCOORD4; }; //-------------------------------------------------------------------// // GS2X vertex shader structure struct VERTEX_STUFF1 { float4 coord : POSITION; float2 CT : TEXCOORD0; float2 UL : TEXCOORD1; float2 UR : TEXCOORD2; float2 DL : TEXCOORD3; float2 DR : TEXCOORD4; }; //-------------------------------------------------------------------// // GS4x vertex shader structures struct VERTEX_STUFF2 { float4 coord : POSITION; float2 CT : TEXCOORD0; float2 UL : TEXCOORD1; float2 UR : TEXCOORD2; float2 DL : TEXCOORD3; float2 DR : TEXCOORD4; float2 iUL : TEXCOORD5; float2 iUR : TEXCOORD6; float4 iDD : TEXCOORD7; }; //-------------------------------------------------------------------// // Working Color VS structure struct VERTEX_STUFF_W // color { float4 coord : POSITION; float2 CT : TEXCOORD0; }; //-------------------------------------------------------------------// // Hor-Vert vertex structure struct VERTEX_STUFF3 { float4 coord : POSITION; float2 C : TEXCOORD0; float2 L : TEXCOORD1; float2 R : TEXCOORD2; float2 U : TEXCOORD3; float2 D : TEXCOORD4; }; //-------------------------------------------------------------------// // More Texel coordinates struct VERTEX_STUFF4 { float4 coord : POSITION; float2 CT : TEXCOORD0; float4 t1 : TEXCOORD1; float4 t2 : TEXCOORD2; float4 t3 : TEXCOORD3; float4 t4 : TEXCOORD4; float4 t5 : TEXCOORD5; float4 t6 : TEXCOORD6; };