{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetFullScreenTriangleTexcoord(input.vertexID) * _TextureScaleBias.xy + _TextureScaleBias.zw;
output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _TextureScaleBias.xy + _TextureScaleBias.zw;
return output;
}