cbuffer MatrixBuffer
{
	matrix worldMatrix;
	matrix viewMatrix;
	matrix projectionMatrix;
}

struct TInput
{
    float4 position : POSITION;
    float2 tex : TEXCOORD0;
	float2 padding0 : PADDING0;
    float3 normal : NORMAL;
	float  padding1 : PADDING1;
	float3 tangent : TANGENT;
	float padding2 : PADDING2;
};

struct TOutput
{
    float4 position : SV_POSITION;
};

TOutput ZPassVertexShader(TInput input)
{
    TOutput output;
    float4 worldPosition;

    // Change the position vector to be 4 units for proper matrix calculations.
    input.position.w = 1.0f;

    // Calculate the position of the vertex against the world, view, and projection matrices.
    output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);

	
    return output;
}