first i substitute a few common vertex shader funtions for SetFVF

then i multiply view/projection/world matrix to substitute SetVertexShaderConstantF for SetTransform

but the rotating effect is odd and if x/y/z's value is lower then zero, it will not be displayed

the shader assembler is as follows

"vs_1_1\n"

"dcl_position v0\n"

"dcl_color v1\n"

"m4x4 oPos, v0, c0\n"

"mov oD0, v1\n"