import VertexData; struct InstanceData { float4x4 transformMatrix; }; struct Scene { StructuredBuffer instances; } ParameterBlock pScene; [shader("vertex")] IVertexAttributes vertexMain( uint vertexId: SV_VertexID, uint instanceId: SV_InstanceID, ){ InstanceData inst = pScene.instances[instanceId]; IVertexAttributes attr = pVertexData.getAttributes(vertexId, inst.transformMatrix); return attr; }