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"#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"
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