cbuffer PerFrame : register(b0) { matrix View; float4x4 Projection; } cbuffer PerModel : register(b1) { matrix World; } struct VertexIn { float3 pos : POSITION; float2 UV : TEXCOORD; float3 normal : NORMAL; }; float4 main( VertexIn input ) : SV_POSITION { float4 postTransform = float4(input.pos*0.1f,1); postTransform.y += 1.5f; //return postTransform; //return mul(View, float4(input.pos,1)); matrix VP = mul(Projection, View); //matrix WVP = mul(World, VP); return mul(VP, float4(input.pos*0.1f,1) ); }