moonlight-qt/app/shaders/d3d11_vertex.hlsl

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struct ShaderInput
{
float2 pos : POSITION;
float2 tex : TEXCOORD0;
};
struct ShaderOutput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
ShaderOutput main(ShaderInput input)
{
ShaderOutput output;
output.pos = float4(input.pos, 0.0, 1.0);
output.tex = input.tex;
return output;
}