OUT.Position = float4(0, 0, 0, 0); That line is your problem. Whatever is connected to position is not considered to be valid, so it reverts toma defailt float4 value Consider attaching your .sfx file
I looked at the HLSL, but I'm not great at figuring out what the code should be. I can't see anything glaringly wrong, but I'm not sure what I'm looking for either. That's why I'm using a node-based editor. :D // -------------------------------------- ShaderVertex --------------------------------------SHADERDATA…