TRANSFORM_GIZMO_SHADER :: #string BEGIN cbuffer CameraData : register(b0) { float4x4 projection; float4x4 view; }; cbuffer Model : register(b1) { float4x4 model; }; cbuffer Material : register(b2) { float4 color; }; struct PSInput { float4 position : SV_POSITION; }; struct PS_OUTPUT { float4 color : SV_Target0; }; PSInput VS(float3 pos : POSITION) { float4 position = float4(pos.x, pos.y, pos.z, 1.0); PSInput input; input.position = mul(position, model); input.position = mul(input.position, view); input.position = mul(input.position, projection); return input; } PS_OUTPUT PS(PSInput input) { PS_OUTPUT output; output.color.rgb = color.rgb; output.color.a = 1.0; return output; } BEGIN