text: #include "Shaders.h"
  using namespace Shaders;
  using namespace ColorObject;
  
  void Shader::Render()
  {	
  	// Set the shader parameters that it will use for rendering.
  	Buffer()->PrepareMatrix(&(Features()->matrix));
  	Buffer()->Prepare(&(Features()->color), true);
  	Buffer()->Restart();
  	HLSLBase::Render();
  }
  
  void Shader::Initialize()
  {
  	// Create the vertex input layout description.
  	// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
  	D3D11_INPUT_ELEMENT_DESC polygonLayout[1];
  	polygonLayout[0].SemanticName = "POSITION";
  	polygonLayout[0].SemanticIndex = 0;
  	polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
  	polygonLayout[0].InputSlot = 0;
  	polygonLayout[0].AlignedByteOffset = 0;
  	polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
  	polygonLayout[0].InstanceDataStepRate = 0;
  
  	// Nacitaj veci
  	HLSLBase::Initialize(L"../Media/Shaders/colorobject", "ColorObject", polygonLayout, 1);
  	Buffer()->Create(2);
  	Buffer()->Add(sizeof(MatrixList));
  	Buffer()->Add(sizeof(D3DXVECTOR4));
  }