#include "common_buffers.hlsl" struct VS_INPUT { float3 position : POSITION0; float3 color : COLOR0; }; struct VS_OUTPUT { float4 position : SV_POSITION; float3 color : COLOR0; }; VS_OUTPUT VS(VS_INPUT iV) { VS_OUTPUT oV; float4 worldSpacePos = mul(float4(iV.position, 1.0f), model); float4 eyeSpacePos = mul(worldSpacePos, viewProjection); oV.position = mul(worldSpacePos, viewProjection); oV.color = iV.color; return oV; } float4 PS(VS_OUTPUT iV) : SV_Target0 { return float4(iV.color, 1); }