#include "common_buffers.hlsl" struct VS_INPUT { float3 position : POSITION0; float3 normal : NORMAL0; }; struct VS_OUTPUT { float4 position : SV_POSITION; }; VS_OUTPUT VS(VS_INPUT iV) { VS_OUTPUT oV; float4 worldSpacePos = mul(float4(iV.position, 1.0f), model); oV.position = mul(worldSpacePos, viewProjection); return oV; } float4 PS(VS_OUTPUT iV) : SV_Target0 { return defaultColor; }