struct VS_INPUT { float3 a_Position : POSITION; }; struct VS_OUTPUT { float4 gl_Position : SV_POSITION; }; cbuffer g_bufDynamic:register(b1) { const float4x4 g_ModelViewProjectionMatrix; } VS_OUTPUT main(VS_INPUT IN) { VS_OUTPUT OUT; OUT.gl_Position = mul(float4(IN.a_Position, 1.0), g_ModelViewProjectionMatrix); return OUT; }