cbuffer SDrawQuadVertexConstants : register(b0) { float4 ndcOriginAndDimensions; }; struct SVertexInput { float3 posUV : POSITION; }; struct SPixelInput { float4 pos : SV_POSITION; float2 texCoord : TEXCOORD; }; struct SPixelOutput { float4 color : SV_TARGET; }; SPixelInput VSMain(SVertexInput input) { SPixelInput result; result.pos = float4(input.posUV.x, input.posUV.y, input.posUV.z, 1.0); result.texCoord = input.posUV.xy; return result; } SPixelOutput PSMain(SPixelInput input) { SPixelOutput result; result.color = float4(input.texCoord.x, input.texCoord.y, 0.0, 1.0); return result; }