cbuffer VS_CONSTANTS { float4x4 dummy; float2 viewSize; }; struct VS_OUTPUT { float4 position : SV_Position; // vertex position float2 ftcoord : TEXCOORD0; // float 2 tex coord float2 fpos : TEXCOORD1; // float 2 position }; VS_OUTPUT D3D11VertexShader_Main(float2 pt : POSITION, float2 tex : TEXCOORD0) { VS_OUTPUT Output; Output.ftcoord = tex; Output.fpos = pt; Output.position = float4(2.0 * pt.x / viewSize.x - 1.0, 1.0 - 2.0 * pt.y / viewSize.y, 0, 1); return Output; }