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