#pragma once namespace Immersive { // Constant buffer used to send hologram position transform to the shader // pipeline. struct ModelConstantBuffer { DirectX::XMFLOAT4X4 model; }; // Assert that the constant buffer remains 16-byte aligned (best practice). static_assert((sizeof(ModelConstantBuffer) % (sizeof(float) * 4)) == 0, "Model constant buffer size must be 16-byte aligned (16 bytes is " "the length of four floats)."); // Used to send per-vertex data to the vertex shader. struct VertexPositionColor { DirectX::XMFLOAT3 pos; DirectX::XMFLOAT3 color; }; } // namespace Immersive