add nanovg based osd
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25
nanovg/nvg_shader/D3D11VertexShader.hlsl
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25
nanovg/nvg_shader/D3D11VertexShader.hlsl
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@@ -0,0 +1,25 @@
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cbuffer VS_CONSTANTS
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{
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float4x4 dummy;
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float2 viewSize;
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};
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struct VS_OUTPUT
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{
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float4 position : SV_Position; // vertex position
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float2 ftcoord : TEXCOORD0; // float 2 tex coord
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float2 fpos : TEXCOORD1; // float 2 position
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};
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VS_OUTPUT D3D11VertexShader_Main(float2 pt : POSITION, float2 tex : TEXCOORD0)
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{
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VS_OUTPUT Output;
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Output.ftcoord = tex;
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Output.fpos = pt;
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Output.position = float4(2.0 * pt.x / viewSize.x - 1.0, 1.0 - 2.0 * pt.y / viewSize.y, 0, 1);
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return Output;
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}
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