m_bufferLayoutInstanced = new D3D11.InputLayout(GlobalStatics.Device, m_vsShaderByteCode.GetPart(SharpDX.D3DCompiler.ShaderBytecodePart.InputSignatureBlob), new[] {
new D3D11.InputElement("POSITION", 0, DXGI.Format.R32G32B32A32_Float, 0, 0, D3D11.InputClassification.PerVertexData, 0),
new D3D11.InputElement("NORMAL", 0, DXGI.Format.R32G32B32A32_Float, 16, 0, D3D11.InputClassification.PerVertexData, 0),
new D3D11.InputElement("TEXCOORD", 0, DXGI.Format.R32G32B32A32_Float, 32, 0, D3D11.InputClassification.PerVertexData, 0),
new D3D11.InputElement("TEXCOORD", 1, DXGI.Format.R32G32B32A32_Float, 48, 0, D3D11.InputClassification.PerVertexData, 0),
new D3D11.InputElement("INSTANCE_TRANSFORM", 0, DXGI.Format.R32G32B32A32_Float, 0, 1, D3D11.InputClassification.PerInstanceData, 1),
new D3D11.InputElement("INSTANCE_TRANSFORM", 1, DXGI.Format.R32G32B32A32_Float, 16, 1, D3D11.InputClassification.PerInstanceData, 1),
new D3D11.InputElement("INSTANCE_TRANSFORM", 2, DXGI.Format.R32G32B32A32_Float, 32, 1, D3D11.InputClassification.PerInstanceData, 1),
new D3D11.InputElement("INSTANCE_TRANSFORM", 3, DXGI.Format.R32G32B32A32_Float, 48, 1 ,D3D11.InputClassification.PerInstanceData, 1),
new D3D11.InputElement("INSTANCE_FLOAT", 4, DXGI.Format.R32G32B32A32_Float, 64, 1 ,D3D11.InputClassification.PerInstanceData, 1)
});