struct PS_INPUT { float4 pos : SV_POSITION; float2 tex : TEXCOORD; }; //-------------------------------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------------------------------- PS_INPUT VS(uint vI : SV_VERTEXID) { float idHigh = float(vI >> 1); float idLow = float(vI & uint(1)); float x = idHigh * 4.0 - 1.0; float y = idLow * 4.0 - 1.0; float u = idHigh * 2.0; float v = 1.0 - idLow * 2.0; PS_INPUT vert_out; vert_out.pos = float4(x, y, 0.0, 1.0); vert_out.tex = float2(u, v); return vert_out; }