struct VS_INPUT { float3 m_vPosition; } struct PS_INPUT { float4 m_vPosition; } [shader("vertex")] PS_INPUT vsMain( VS_INPUT i ) { PS_INPUT o; o.m_vPosition = { i.m_vPosition, 1 }; return o; } [shader("pixel")] float4 psMain( PS_INPUT i ) { return float4(1); }