[input layout]
0 r32g32b32a32 float texcoord
0 r32g32 float sv_position

[vertex buffer 0]
0.0 1.0 0.0 1.0   -2.0 -2.0
0.0 1.0 0.0 1.0   -2.0  2.0
0.0 1.0 0.0 1.0    2.0 -2.0
0.0 1.0 0.0 1.0    2.0  2.0

[vertex shader]

struct vertex
{
    struct
    {
        float4 texcoord : texcoord;
        float4 pos : sv_position;
    } m;
};

void main(inout struct vertex v)
{
}

[pixel shader]
struct input
{
    struct
    {
        float4 texcoord : texcoord;
    } m;
};

struct output
{
    struct
    {
        float4 color : sv_target;
    } m;
};

struct output main(struct input i)
{
    struct output o;
    o.m.color = i.m.texcoord;
    return o;
}

[test]
draw triangle strip 4
probe all rgba (0.0, 1.0, 0.0, 1.0)
