#include "globals.h" struct Appdata { float4 Position : POSITION; }; struct VertexOutput { float4 HPosition : POSITION; }; uniform float4 Color; VertexOutput QuadVS(Appdata IN) { VertexOutput OUT = (VertexOutput)0; OUT.HPosition = IN.Position; OUT.HPosition.z = 0.5; // force set depth to avoid depth clipping return OUT; } float4 QuadPS(): COLOR0 { return Color; }