light/Engine/res/Shaders/Texture/Texture_VS.hlsl

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struct VertexOut
{
float2 TexChoord : TEXCOORD;
float4 Position : SV_Position;
};
cbuffer cb_ViewProjection : register(b0)
{
row_major matrix viewProjection;
}
VertexOut main(float3 InPosition : POSITION, float2 InTexChoord : TEXCOORD)
{
VertexOut vso;
vso.Position = mul(float4(InPosition, 1.0), viewProjection);
vso.TexChoord = InTexChoord;
return vso;
}