struct VertTexPosWide { float3 uuv : TEXCOORD; float4 pos : SV_POSITION; }; cbuffer info : register(b0) { float width_i; }; //-------------------------------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------------------------------- VertTexPosWide 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_right = idHigh * 2.0; float u_left = u_right - width_i; float v = 1.0 - idLow * 2.0; VertTexPosWide vert_out; vert_out.uuv = float3(u_left, u_right, v); vert_out.pos = float4(x, y, 0.0, 1.0); return vert_out; }