#include "common_iostructs.h" //#include "common.h" uniform float4 screen_res; ////////////////////////////////////////////////////////////////////////////////////////// // 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; }