#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; }