cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
    matrix model;
    matrix view;
    matrix projection;
};

struct VertexInputType
{
    float4 position : POSITION;
    float2 tex : TEXCOORD0;
};

struct PixelInputType
{
    float4 position : SV_POSITION;
    float2 tex : TEXCOORD0;
};


////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType main(VertexInputType input)
{
    PixelInputType output;

    // Change the position vector to be 4 units for proper matrix calculations.
    input.position.w = 1.0f;

    // Calculate the position of the vertex against the world, view, and projection matrices.
    output.position = mul(input.position, model);
    output.position = mul(output.position, view);
    output.position = mul(output.position, projection);
    // Store the texture coordinates for the pixel shader.
    output.tex = input.tex;

    return output;
}