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From what I know, it is needed since at some moment each object has do differenciate from the other at least by some parameter, in your case the position. So in the VS it adds the $\Delta pos$ it to the final pos. I found this link useful http://www.gamedev.net/page/resources/_/technical/opengl/opengl-instancing-demystified-r3226


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If you use same semantic for SemanticName, then you need to increase number for SemanticIndex. I also see that you are increasing InputSlot. This may be correct or not depending on how your data is layed out. If you really have 4 vertex streams (vertex buffers) then it's fine, but I assume that your instance transform is stored in one vertex buffer. Then ...



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