A game about forced loneliness, made by TACStudios
1# Screen Position Node 2 3## Description 4 5Provides access to the screen position of the mesh vertex or fragment. The X and Y values represent the horizontal and vertical positions respectively. Use the **Mode** dropdown control to select the mode of the output value. The available modes are as follows: 6 7- **Default** - Returns X and Y values that represent the normalized **Screen Position**. The normalized **Screen Position** is the **Screen Position** divided by the clip space position W component. The X and Y value ranges are between 0 and 1 with position `float2(0,0)` at the lower left corner of the screen. The Z and W values aren't used in this mode, so they're always 0. 8 9- **Raw** - Returns the raw **Screen Position** values, which are the **Screen Position** values before the clip space position W component is divided out. Position `float2(0,0)` is at the lower left corner of the screen. This mode is useful for projection. 10 11- **Center** - Returns X and Y values that represent the normalized **Screen Position** offset so position `float2(0,0)` is at the center of the screen. The range of the X and Y values is –1 to 1. The Z and W values aren't used in this mode, so they're always 0. 12 13- **Tiled** - Returns **Screen Position** offset so position `float2(0,0)` is at the center of the screen and tiled using `frac`. 14 15- **Pixel** - Returns **Screen Position** in terms of the actual pixel width and height values of the screen. In this mode, position `float2(0,0)` is at the lower left corner of the screen. Whereas the range of Default mode is always 0 to 1, the range of Pixel mode depends on the screen resolution. The Z and W values aren't used in this mode, so they're always 0. 16 17 18## Ports 19 20| Name | Direction | Type | Binding | Description | 21|:------------|:--------------------|:---------|:--------|:------------| 22| Out | Output | Vector 4 | None | Get the **Screen Position** of the mesh. | 23 24## Controls 25 26| Name | Type | Options | Description | 27|:------|:---------|:---------|:------------| 28| Mode | Dropdown | Default, Raw, Center, Tiled, Pixel | Select which coordinate space to use for the **Screen Position** output. | 29 30## Generated Code Example 31 32The following code examples represent one possible outcome for each mode. 33 34**Default** 35 36``` 37float4 Out = float4(IN.NDCPosition.xy, 0, 0); 38``` 39 40**Raw** 41 42``` 43float4 Out = IN.ScreenPosition; 44``` 45 46**Center** 47 48``` 49float4 Out = float4(IN.NDCPosition.xy * 2 - 1, 0, 0); 50``` 51 52**Tiled** 53 54``` 55float4 Out = frac(float4((IN.NDCPosition.x * 2 - 1) * _ScreenParams.x / _ScreenParams.y, IN.{0}.y * 2 - 1, 0, 0)); 56``` 57 58**Pixel** 59 60``` 61float4 Out = float4(IN.PixelPosition.xy, 0, 0); 62``` 63