struct VSInput // vertex shader bemeneti struktúra { float3 position_D : POSITION; //float3 color : COLOR; }; struct VSOutput // vertex shader kimeneti struktúra { float4 position_H : SV_Position; float3 color : COLOR; }; cbuffer CBuf : register(b0) { float4x4 transformMatrix; float4x4 projMatrix; }; VSOutput vs_main(VSInput input) { VSOutput output; // vertex shader kimenete output.position_H = mul(projMatrix, mul(transformMatrix, float4(input.position_D, 1.0))); output.color = float3(1.0, 1.0, 1.0); return output; } struct PSOutput { float4 color : SV_Target; }; PSOutput ps_main(VSOutput input) { PSOutput output; //output.color = float4(0.0f, 1.0f, 0.0f, 1.0f); output.color = float4(input.color, 1.0f); return output; }