#include "common.hlsli" struct v2p { float4 hpos : POSITION; // Clip-space position (for rasterization) float4 tc : TEXCOORD0; }; uniform float4x4 m_texgen; // Vertex v2p main(float4 P : POSITION) { v2p O; O.hpos = mul(m_WVP, P); O.tc = mul(m_texgen, P); return O; }