// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float4 Tangent : TEXCOORD1;
};
struct UBO
float4x4 projection;
float4x4 view;
float4x4 model;
float4 lightPos;
float4 cameraPos;
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 TangentLightPos : TEXCOORD1;
[[vk::location(2)]] float3 TangentViewPos : TEXCOORD2;
[[vk::location(3)]] float3 TangentFragPos : TEXCOORD3;
VSOutput main(VSInput input)
VSOutput output = (VSOutput)0;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos, 1.0f))));
output.UV = input.UV;
float3 N = normalize(input.Normal);
float3 T = normalize(input.Tangent.xyz);
float3 B = normalize(cross(N, T));
float3x3 TBN = float3x3(T, B, N);
output.TangentLightPos = mul(TBN, ubo.lightPos.xyz);
output.TangentViewPos = mul(TBN, ubo.cameraPos.xyz);
output.TangentFragPos = mul(TBN, mul(ubo.model, float4(input.Pos, 1.0)).xyz);
return output;
}