#include "common.hlsli" uniform float4 screen_res; struct v2p_TL { float2 Tex0 : TEXCOORD0; float4 Color : COLOR; float4 HPos : POSITION; // Clip-space position (for rasterization) }; v2p_TL main(v_vert I) { v2p_TL O; { // I.P.xy += 0.5f; O.HPos.x = I.P.x * screen_res.z * 2 - 1; O.HPos.y = (I.P.y * screen_res.w * 2 - 1) * -1; O.HPos.zw = I.P.zw; } O.Tex0 = 0; // I.uv + screen_res.zw * 0.5f; O.Color = I.color.rgba; // swizzle vertex colour return O; }