float4 unPositionSS; // This is the position return by VPOS (That is name positionCS in PackedVarying), only xy is use
// Contain value return by SV_POSITION (That is name positionCS in PackedVarying).
// xy: unormalized screen position at pixel center, z: device depth, w: depth in view space
float4 unPositionSS; // In case depth offset is use, positionWS.w is equal to depth offset
float3 positionWS;
float2 texCoord0;
float2 texCoord1;
float4 vertexColor;
// For velocity
// Note: Z component is not use
float4 positionCS; // This is the clip spae position. Warning, do not confuse with the value of positionCS in PackedVarying which is VPOS and store in unPositionSS
// CAUTION: Only use with velocity currently, null else
// Note: Z component is not use currently
// This is the clip space position. Warning, do not confuse with the value of positionCS in PackedVarying which is SV_POSITION and store in unPositionSS
// This function is use to provide an easy way to sample into a screen texture, either from a pixel or a compute shaders.
// This allow to easily share code.
// If a compute shader call this function unPositionSS is an integer usually calculate like: uint2 unPositionSS = groupId.xy * BLOCK_SIZE + groupThreadId.xy
// else it is current unormalized screen coordinate like return by VPOS
// else it is current unormalized screen coordinate like return by SV_Position