#include "common.hlsli" struct v_TL { float4 P : POSITION; float2 Tex0 : TEXCOORD0; float4 Color : COLOR; }; struct v2p_TL { float2 Tex0 : TEXCOORD0; float4 Color : COLOR; float4 HPos : POSITION; // Clip-space position (for rasterization) }; // Vertex v2p_TL main(v_TL I) { v2p_TL O; O.HPos = mul(m_VP, I.P); O.HPos.z = O.HPos.w; O.Tex0 = I.Tex0; O.Color = I.Color; return O; }