"#include \"FullScreenTriangleVSOutput.fxh\"\n" "\n" "void FullScreenTriangleVS(in uint VertexId : SV_VertexID,\n" " in uint InstID : SV_InstanceID,\n" " out FullScreenTriangleVSOutput VSOut)\n" "{\n" " float2 PosXY[3];\n" " PosXY[0] = float2(-1.0, -1.0);\n" " PosXY[1] = float2(-1.0, +3.0);\n" " PosXY[2] = float2(+3.0, -1.0);\n" "\n" " float2 f2XY = PosXY[VertexId];\n" " VSOut.f2NormalizedXY = f2XY;\n" " VSOut.fInstID = float( InstID );\n" "\n" " // Write 0 to the depth buffer\n" " // NDC_MIN_Z == 0 in DX\n" " // NDC_MIN_Z == -1 in GL\n" " float z = NDC_MIN_Z;\n" " VSOut.f4PixelPos = float4(f2XY, z, 1.0);\n" "}\n"