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If you are using a vertex shader, then you have to map screen coordinates to the viewport clipping volume inside the shader. From DxDocs, "Microsoft Direct3D assumes that the viewport clipping volume ranges from -1.0 to 1.0 in X, and from 1.0 to -1.0 in Y."
I've run across and solved this problem numerous times. Post more specifics and we'll help you out further if you need it.
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