[require] shader model >= 4.0 [input layout] 0 r32g32b32a32 float texcoord [vertex buffer 0] 0.0 1.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 1.0 [vertex shader] void main(uint id : sv_vertexid, nointerpolation inout float4 t : texcoord, out float4 pos : sv_position) { float2 coords = float2((id << 1) & 2, id & 2); pos = float4(coords * float2(2, -2) + float2(-1, 1), 0, 1); } [pixel shader] float4 main(nointerpolation float4 t : texcoord) : sv_target { return t; } [test] draw triangle list 3 probe all rgba (0.0, 1.0, 0.0, 1.0)