#include "common.hlsli"

uniform float4 screen_res;
v2p_TL main(v_TL_positiont I)
{
    v2p_TL O;

    {
        // I.P.xy += 0.5f;

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

    return O;
}
