#include "common_iostructs.hlsli" // #include "common.hlsli" uniform float4 screen_res; // Screen resolution (x-Width,y-Height, zw - 1/resolution) // Vertex v2p_TL0uv main(v_TL0uv_positiont I) { v2p_TL0uv O; { I.P.xy += 0.5f; // O.HPos.x = I.P.x/1024 * 2 - 1; // O.HPos.y = (I.P.y/768 * 2 - 1)*-1; 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.Color = I.Color.bgra; // swizzle vertex colour return O; }