#include "common.hlsli" uniform float4 screen_res; // Screen resolution (x-Width,y-Height, zw - 1/resolution) struct v { float3 P : POSITION; float2 tc0 : TEXCOORD0; }; struct v2p { float2 tc0 : TEXCOORD0; float4 HPos : POSITION; }; // Vertex v2p main(v I) { v2p O; O.HPos = float4(I.P.x * screen_res.z * 2 - 1, (I.P.y * screen_res.w * 2 - 1) * -1, 0, 1); O.tc0 = I.tc0; return O; }