light/Engine/res/Shaders/Quad/Quad_VS.hlsl

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struct VertexOut
{
float4 Color : COLOR;
float4 Position : SV_Position;
};
cbuffer cv_ViewProjection : register(b0)
{
row_major matrix viewProjection;
}
VertexOut main(float4 InPosition : POSITION, float4 InColor : COLOR)
{
VertexOut vso;
vso.Position = mul(InPosition, viewProjection);
vso.Color = InColor;
return vso;
}