$input a_position, a_texcoord0 $output v_position, v_texcoord0 #include "../common.sh" #define NEED_HALF_TEXEL (BGFX_SHADER_LANGUAGE_HLSL < 4) uniform vec2 u_viewSize; #if NEED_HALF_TEXEL uniform vec4 u_halfTexel; #endif // NEED_HALF_TEXEL void main() { #if !NEED_HALF_TEXEL const vec4 u_halfTexel = vec4_splat(0.0); #endif // !NEED_HALF_TEXEL v_position = a_position; v_texcoord0 = a_texcoord0+u_halfTexel.xy; gl_Position = vec4(2.0*v_position.x/u_viewSize.x - 1.0, 1.0 - 2.0*v_position.y/u_viewSize.y, 0.0, 1.0); }