"{ \n" +
" return float4( 0.0f, 1.0f, 0.0f, 1.0f ); \n" +
"}";
// Compiling for vertex shader and input layout
ID3D10Blob code = D3DCompile(shaders, null, null, null, "VS", "vs_5_0", 0, 0);
// Create input layout
D3D11_INPUT_ELEMENT_DESC layoutDesc = new D3D11_INPUT_ELEMENT_DESC("POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0);
final ID3D11InputLayout layout = device.CreateInputLayout(new D3D11_INPUT_ELEMENT_DESC[] { layoutDesc }, code);
immediateContext.IASetInputLayout(layout);
// Creating vertex shader
final ID3D11VertexShader vs = device.CreateVertexShader(code, null);
code.Release();
// Creating pixel shader
code = D3DCompile(shaders, null, null, null, "PS", "ps_5_0", 0, 0);
final ID3D11PixelShader ps = device.CreatePixelShader(code, null);
code.Release();
// Create vertex buffer
D3D11_BUFFER_DESC bufferDesc = new D3D11_BUFFER_DESC(D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DEFAULT,
D3D11_CPU_ACCESS_NONE,