#include "common_iostructs.hlsli"

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

// Vertex
v2p_postpr main(v_postpr I)
{
    v2p_postpr O;

    //	O.HPos	= I.P;

    {
        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.Tex0 = I.Tex0;
    O.Tex1 = I.Tex1;
    O.Tex2 = I.Tex2;

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

    return O;
}
