matrix World; matrix View; matrix Projection; struct VS_OUTPUT { float4 Pos: SV_POSITION; float4 Color : COLOR0; }; VS_OUTPUT VS(float4 Pos : POSITION, float4 Color : COLOR) { VS_OUTPUT output = (VS_OUTPUT)0; output.Pos = mul(Pos, World); output.Pos = mul(output.Pos, View); output.Pos = mul(output.Pos, Projection); output.Color = Color; return output; } float4 PS(VS_OUTPUT input) : SV_Target { return input.Color; } technique10 Render { pass P0 { SetVertexShader(CompileShader(vs_4_0, VS())); SetGeometryShader(NULL); SetPixelShader(CompileShader(ps_4_0, PS())); } }