cbuffer Constants : register(b0) { float4x4 ViewProjection; float4 Color; }; struct VS_Input { float4 Position : POSITION; }; struct PS_Input { float4 Position : SV_Position; }; PS_Input VS(VS_Input input) { PS_Input output; output.Position = mul(ViewProjection, input.Position); return output; } float4 PS(PS_Input input) : SV_Target0 { return Color; } #effect[VS=VS, PS=PS]