// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(2)]] float3 Normal : NORMAL0; }; struct UBO { float4x4 projection; float4x4 model; float4 lightPos; }; 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)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Color = float3(1.0, 0.0, 0.0); output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0))); output.Normal = mul((float3x3)ubo.model, input.Normal); float4 pos = mul(ubo.model, float4(input.Pos, 1.0)); float3 lPos = mul((float3x3)ubo.model, ubo.lightPos.xyz); output.LightVec = lPos - pos.xyz; return output; }