// A triangle covering the whole viewport. void main(uint xe_vertex_id : SV_VertexID, out float2 xe_texcoord : TEXCOORD, out float4 xe_position : SV_Position) { xe_texcoord = float2(uint2(xe_vertex_id, xe_vertex_id << 1u) & 2u); xe_position = float4(xe_texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); }