#include "ShaderConstantsGNM.h" struct VS_Input { float3 position : POSITION; float2 uv : TEXCOORD_0; }; struct PS_Input { float4 position : S_POSITION; float2 uv : TEXCOORD_0; }; PS_Input main(in VS_Input VSInput) { PS_Input PSInput = (PS_Input)0; float4 transformedUV = mul(UV_TRANSFORM, float4(VSInput.uv, 0, 1)); PSInput.uv = transformedUV.xy; PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1)); return PSInput; }