// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float4 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 Color : COLOR0; }; struct UBO { float4x4 projection; float4x4 modelview; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float2 UV : TEXCOORD0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Color = input.Color; output.UV = input.UV * 32.0; output.Normal = input.Normal; float4 pos = float4(input.Pos.xyz, 1.0); output.Pos = mul(ubo.projection, mul(ubo.modelview, pos)); float4 wPos = mul(ubo.modelview, float4(pos.xyz, 1.0)); float4 lPos = float4(0.0, -5.0, 0.0, 1.0); output.LightVec = lPos.xyz - pos.xyz; output.ViewVec = -pos.xyz; return output; }