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DX11 Rendering a texture with screenspace coordinates

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I've optimized my Deferred Renderer for point lights so that they use a sphere as hull geometry rather then a fullscreen quad. But I just can't draw my scene texture! With a screenquad I have proper UV coordinates, but how do I do this with a sphere? The texture must be "facing to the camera..."

I'm using DX11 if that helps.

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SV_Position gives you x an y screen coordinates. Just divide those by the size of the render target and you've got texture coordinates.

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