#include "common_iostructs.hlsli"

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

// Vertex
v2p_filter main(v_filter I)
{
    v2p_filter O;

    //	O.HPos = I.P;
    {
        I.P.xy += 0.5f; //	Bugs with rasterizer??? Possible float-pixel shift.
        //		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.Tex0 = I.Tex0;
    O.Tex1 = I.Tex1;
    O.Tex2 = I.Tex2;
    O.Tex3 = I.Tex3;
    O.Tex4 = I.Tex4;
    O.Tex5 = I.Tex5;
    O.Tex6 = I.Tex6;
    O.Tex7 = I.Tex7;

    return O;
}
