#pragma pack_matrix(column_major) struct VertexInput { float3 m_Position : Position; float3 m_Normal : Normal; float2 m_TexCoord : TexCoord; float4 m_Tangent : Tangent; }; struct VertexOutput { float2 m_TexCoord : TexCoord; float4 m_PositionSV : SV_Position; }; #include "manul/draw_constants_shadow.hlsli" VertexOutput main(in VertexInput vs_in) { VertexOutput result; result.m_TexCoord = vs_in.m_TexCoord; result.m_PositionSV = mul(g_DrawConstants.m_ModelViewProjection, float4(vs_in.m_Position, 1.)); return result; }