cbuffer RenderTargetParams {
int Width;
int Height;
float AspectRatio;
}

struct VS_model0_ZNORMAL_Input {
float4 ObjectPosition : POSITION;
float3 Normal : NORMAL;

};

struct VS_model0_GATHER_Output {
float4 PixelPosition : SV_Position;
};

VS_model0_GATHER_Output main(VS_model0_ZNORMAL_Input input)
{
VS_model0_GATHER_Output output = (VS_model0_GATHER_Output)0;
float2 _screenuvnormalized;

_screenuvnormalized.xy = 1.0f - saturate(dot(input.ObjectPosition.xy,input.ObjectPosition.xy));
output.PixelPosition.xy = _screenuvnormalized;
output.PixelPosition.zw = float2(Width *2, Height *2);
return output;
}
