/*============================================================================= UberPostprocessVertexShader.usf: Copyright 1998-2010 Epic Games, Inc. All Rights Reserved. =============================================================================*/ #include "Common.usf" // ME3START - Rob Krajcarski - October 2, 2011 - Preport of MotionBlur improvements (see UberPostProcessEffect.cpp for more details) float4 SceneCoordinate1ScaleBias; float4 SceneCoordinate2ScaleBias; float4 SceneCoordinate3ScaleBias; // ME3END void Main( float4 InPosition : POSITION, float2 InScreenUV : TEXCOORD0, out float4 OutScreenPosition : TEXCOORD0, out float2 OutFilterBufferUV : TEXCOORD1, out float4 OutPosition : SV_Position ) { OutPosition = InPosition; // Target position float2 SceneUV = InPosition.xy / InPosition.w * SceneCoordinate1ScaleBias.xy + SceneCoordinate1ScaleBias.wz; OutScreenPosition = float4(InPosition.xy,SceneUV); // Background position and UV OutFilterBufferUV = InScreenUV; }