#include "ShaderConstantsGNM.h"

struct VS_Input
{
    float3 position : POSITION;
    float2 uv : TEXCOORD_0;
};


struct PS_Input
{
    float4 position : S_POSITION;
    float2 uv : TEXCOORD_0;
};


PS_Input main(in VS_Input VSInput)
{
	PS_Input PSInput = (PS_Input)0;
    float4 transformedUV = mul(UV_TRANSFORM, float4(VSInput.uv, 0, 1));
    PSInput.uv = transformedUV.xy;
    PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));

	return PSInput;
}