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About Programmer101

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  1. Programmer101

    World Position

    It looks like you multiplied Position by the world/view/projection and then again by the world matrix to get WorldPos. If you switch the order of statements in your vertex shader, that should help: void mainVS(inout float4 Position : POSITION, out float3 WorldPos : TEXCOORD0) { WorldPos = mul(Position, WorldXf).xyz; Position = mul(Position, WorldViewProjXf); }
  2. Programmer101

    MVP '07: Day something

    "back kn my eoom now about to sleeep" lol
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