cbuffer cbPerObject{ float4x4 matWorldViewProj : WORLDVIEWPROJECTION; }; DepthStencilState EnableDepth { DepthEnable = TRUE; DepthWriteMask = ALL; }; RasterizerState NoCulling { CullMode = NONE; }; struct VS_INPUT{ float3 Pos : POSITION; float4 Color : COLOR; }; struct VS_OUTPUT{ float4 Pos : SV_POSITION; float4 Color : COLOR; }; VS_OUTPUT VS(VS_INPUT input){ VS_OUTPUT output = (VS_OUTPUT)0; output.Pos = mul(float4(input.Pos,1), matWorldViewProj); output.Color = input.Color; return output; } float4 PS(VS_OUTPUT input):SV_TARGET { return input.Color; } technique11 Default { pass one { SetRasterizerState(NoCulling); SetDepthStencilState(EnableDepth, 0); SetVertexShader( CompileShader ( vs_4_0, VS() )); SetGeometryShader( NULL ); SetPixelShader( CompileShader ( ps_4_0, PS() )); } }