#include "common.hlsli" struct vv { float4 P : POSITION; float2 tc : TEXCOORD0; float4 c : COLOR0; }; struct v2p_particle { float4 color : COLOR0; float4 hpos : SV_POSITION; }; void main(in vv I, out v2p_particle pp) { pp.color = I.c; pp.hpos = mul(m_WVP, I.P); pp.hpos.xy += m_taa_jitter.xy * pp.hpos.w; } // THIS SHADER SHOD BE DELEATED OR FIXED