// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; }; // todo: pass via specialization constant #define SHADOW_MAP_CASCADE_COUNT 4 struct PushConsts { float4 position; uint cascadeIndex; }; [[vk::push_constant]] PushConsts pushConsts; struct UBO { float4x4 cascadeViewProjMat[SHADOW_MAP_CASCADE_COUNT]; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float2 UV : TEXCOORD0; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.UV = input.UV; float3 pos = input.Pos + pushConsts.position.xyz; output.Pos = mul(ubo.cascadeViewProjMat[pushConsts.cascadeIndex], float4(pos, 1.0)); return output; }