#include "common.hlsli"

struct v_TL
{
    float4 P : POSITION;
    float2 Tex0 : TEXCOORD0;
    float4 Color : COLOR;
};

struct v2p_TL
{
    float2 Tex0 : TEXCOORD0;
    float4 Color : COLOR;
    float4 HPos : POSITION; // Clip-space position 	(for rasterization)
};

// Vertex
v2p_TL main(v_TL I)
{
    v2p_TL O;

    O.HPos = mul(m_VP, I.P);
    O.HPos.z = O.HPos.w;
    O.Tex0 = I.Tex0;
    O.Color = I.Color;

    return O;
}
