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-rw-r--r--gfx/layers/d3d11/mlgshaders/clear-vs.hlsl30
1 files changed, 30 insertions, 0 deletions
diff --git a/gfx/layers/d3d11/mlgshaders/clear-vs.hlsl b/gfx/layers/d3d11/mlgshaders/clear-vs.hlsl
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index 0000000000..5d95fcf611
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+++ b/gfx/layers/d3d11/mlgshaders/clear-vs.hlsl
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+/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
+ * This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+#include "common-vs.hlsl"
+#include "clear-common.hlsl"
+
+struct VS_CLEAR_IN
+{
+ float2 vPos : POSITION;
+ int4 vRect : TEXCOORD0;
+};
+
+// Note: we use slot 2 so we don't have to rebind the layer slot (1) to run
+// this shader.
+cbuffer ClearConstants : register(b2) {
+ int sDepth : packoffset(c0.x);
+};
+
+VS_CLEAR_OUT ClearVS(const VS_CLEAR_IN aInput)
+{
+ float4 rect = float4(aInput.vRect.x, aInput.vRect.y, aInput.vRect.z, aInput.vRect.w);
+ float4 screenPos = float4(UnitQuadToRect(aInput.vPos, rect), 0, 1);
+ float4 worldPos = mul(WorldTransform, screenPos);
+ worldPos.z = ComputeDepth(worldPos, sDepth);
+
+ VS_CLEAR_OUT output;
+ output.vPosition = worldPos;
+ return output;
+}