cbuffer everyFrame : register(c0) { matrix VP; } cbuffer everyObject : register(c1) { matrix world; } Texture2D Diffuse :register(t0); float4 VSScene(float4 input : POSITION) : SV_Position { //return input; return mul(input,VP); } float4 PSScene(float4 input : SV_Position) : SV_Target0 { return float4(0,1,0,1); }