Technique : base("PPBase") = { Language = "HLSL11"; Pass = { DepthWrite = false; DepthRead = false; Common = { struct VStoFS { float4 position : SV_POSITION; float2 uv0 : TEXCOORD0; }; }; Vertex = { struct VertexInput { float2 screenPos : POSITION; float2 uv0 : TEXCOORD0; }; VStoFS main(VertexInput input) { VStoFS output; output.position = float4(input.screenPos, 0, 1); output.uv0 = input.uv0; return output; } }; }; }; Technique : base("PPBase") = { Language = "GLSL"; Pass = { Vertex = { // TODO }; }; };