#include "common.hlsli"

// Vertex
uniform float4 screen_res;

p_shadow main(v2p_screen I)
{
    p_shadow O;
    // Transform to screen space (in d3d9 it was done automatically)
    O.hpos.x = (I.HPos.x * screen_res.z * 2 - 1);
    O.hpos.y = -(I.HPos.y * screen_res.w * 2 - 1);
    O.hpos.zw = I.HPos.zw;

    O.tc0 = I.tc0;

    return O;
}
