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#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);
}
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