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cbuffer PerFrame : register(b0)
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|
{
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|
matrix View;
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|
float4x4 Projection;
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|
}
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|
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cbuffer PerModel : register(b1)
|
|
{
|
|
matrix World;
|
|
}
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|
|
|
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float4 main( float4 pos : POSITION ) : SV_POSITION
|
|
{
|
|
matrix VP = mul(View, Projection);
|
|
matrix WVP = mul(World, VP);
|
|
return mul(WVP, pos);
|
|
} |