cbuffer PerFrame : register(b0) { matrix View; float4x4 Projection; } cbuffer PerModel : register(b1) { matrix World; } struct VertexOut { float4 Pos : SV_POSITION; float2 UV : TEXCOORD; float3 Normal : NORMAL; float4 Wpos : POSITION; }; struct VertexIn { float3 pos : POSITION; float2 UV : TEXCOORD; float3 normal : NORMAL; };