#include "common_iostructs.hlsli" uniform float4 scaled_screen_res; // Screen resolution (x-Width,y-Height, zw - 1/resolution) // Vertex v2p_TL main(v_TL_positiont I) { v2p_TL O; { I.P.xy += 0.5f; O.HPos.x = I.P.x * scaled_screen_res.z * 2 - 1; O.HPos.y = (I.P.y * scaled_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; }