/* =========================================================================== Copyright (C) 2020 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // partial depth/color clear vertex and pixel shaders struct VOut { float4 position : SV_Position; }; VOut vs_main(uint id : SV_VertexID) { VOut output; output.position.x = (float)(id / 2) * 4.0 - 1.0; output.position.y = (float)(id % 2) * 4.0 - 1.0; output.position.z = 1.0; output.position.w = 1.0; return output; } cbuffer PixelShaderBuffer { float4 color; }; float4 ps_main(VOut input) : SV_TARGET { return color; }