// Copyright Epic Games, Inc. All Rights Reserved. #include "GammaCorrectionCommon.hlsl" cbuffer PerElementVSConstants { matrix WorldViewProjection; } struct VertexOut { float4 Position : SV_POSITION; float4 Color : COLOR0; float4 TextureCoordinates : TEXCOORD0; }; VertexOut Main( in float2 InPosition : POSITION, in float4 InTextureCoordinates : TEXCOORD0, in float2 MaterialTexCoords : TEXCOORD1, in float4 InColor : COLOR0 ) { VertexOut Out; Out.Position = mul( WorldViewProjection, float4( InPosition.xy, 0, 1 ) ); Out.TextureCoordinates = InTextureCoordinates; Out.Color.rgb = sRGBToLinear(InColor.rgb); Out.Color.a = InColor.a; return Out; }