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