#include "common_iostructs.hlsli"
// #include "common.hlsli"

uniform float4 screen_res; // Screen resolution (x-Width,y-Height, zw - 1/resolution)

// Vertex
v2p_TL0uv main(v_TL0uv_positiont I)
{
    v2p_TL0uv O;

    {
        I.P.xy += 0.5f;
        //		O.HPos.x = I.P.x/1024 * 2 - 1;
        //		O.HPos.y = (I.P.y/768 * 2 - 1)*-1;
        O.HPos.x = I.P.x * screen_res.z * 2 - 1;
        O.HPos.y = (I.P.y * screen_res.w * 2 - 1) * -1;
        O.HPos.zw = I.P.zw;
    }

    O.Color = I.Color.bgra; //	swizzle vertex colour

    return O;
}
