How does this
struct Output
{
float4 position_cs : SV_POSITION;
float2 texcoord : TEXCOORD;
};
Output main(uint id: SV_VertexID)
{
Output output;
output.texcoord = float2((id << 1) & 2, id & 2);
output.position_cs = float4(output.texcoord * float2(2, -2) + float2(-1, 1), 0, 1);
return output;
}
and this
pImmediateContext->VSSetShader(fxaaVS, ..., ...);
pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
pImmediateContext->Draw(3, 0);
generate a Full Screen Quad?
- It has only three vertices b(provided quad has 4 vertices)
- the positions produced are also not like a (half of a) quad.
Looking at this, i might be confused between a quad and a full screen triangle.