#include "common/common.hlsl" struct input { float2 pos : pos; float2 uv : uv; }; struct output { float4 pos : SV_Position; float2 uv : TEXCOORD0; }; output main(input i) { output o; o.pos = mul(world_to_projection, float4(i.pos, 0, 1)); o.uv = i.uv; return o; }