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cbuffer ModelViewProjectionConstantBuffer : register(b0)
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{
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matrix model;
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matrix view;
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matrix projection;
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};
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struct VertexInputType
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{
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float4 position : POSITION;
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float2 tex : TEXCOORD0;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType main(VertexInputType input)
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{
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PixelInputType output;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
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output.position = mul(input.position, model);
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output.position = mul(output.position, view);
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output.position = mul(output.position, projection);
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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return output;
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}
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