Do I need a projection matrix in the shader if I just render a fullscreen quad with a HDR texture to the backbuffer?
I am rendering my scene to a 1920x1080 texture, and I want to draw it to the backbuffer(1920x1080) and present it. Is it enough to just have the UV coords in the quadVB, and have a simple passthrough vertex and pixel shader?
Can I use the same vertex declaration for the HDR chain? I guess I need to swap out the pixel shader for each step in the chain but the vertex shader can remain the same, a simple passthrough for quadVB?
To restore the backbuffer I need to first GetBackbuffer() and save it localy, will GetBackbuffer() AddRef() the surface?