PS_IN VS( VS_IN _In )
{
float4 WorldPosition = mul( new float4( _In.Position, 1.0f ), _Local2World );
PS_IN Out;
Out.__Position = mul( WorldPosition, _CubeMapWorld2Proj );
Out.Position = WorldPosition.xyz;
Out.Normal = mul( _float4( _In.Normal, 0.0f ), _Local2World );
Out.Tangent = mul( _float4( _In.Tangent, 0.0f ), _Local2World );
Out.BiTangent = mul( _float4( _In.BiTangent, 0.0f ), _Local2World );
Out.UV = _In.UV;
return Out;
}