#include "ShaderConstantsGNM.h"

struct VS_Input
{
	float3 position : POSITION;
};

struct PS_Input
{
	float4 position : S_POSITION;
};

PS_Input main( in VS_Input VSInput )
{
	PS_Input PSInput;
	PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));

    //this is to make it come closer to the camera and avoid z-fighting
    PSInput.position.z -= 0.0001;

	return PSInput;
}
