cbuffer SceneConstants { float4x4 ViewProjection = float4x4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); } cbuffer ObjectConstants { float4x4 Transform; } cbuffer Constants { float4 BaseColor; float3 LightDir; } struct VS_IN { float3 Position : POSITION; float3 Normal : NORMAL; }; struct PS_IN { float4 Position : SV_POSITION; float3 Normal : NORMAL; }; PS_IN VS(VS_IN input) { PS_IN output; float4 worldPosition = mul(Transform, float4(input.Position, 1)); output.Position = mul(ViewProjection, worldPosition); output.Normal = mul((float3x3)Transform, input.Normal); return output; } float4 PS(PS_IN input) : SV_TARGET { input.Normal = normalize(input.Normal); float shading = dot(LightDir, input.Normal); shading = clamp(shading, 0.0f, 1.0f); return BaseColor * shading; } #effect[VS=VS,PS=PS]