// Copyright 2021 Sascha Willems struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float2 UV : TEXCOORD0; [[vk::location(2)]] int TextureIndex : TEXTUREINDEX0; }; struct Matrices { float4x4 projection; float4x4 view; float4x4 model; }; cbuffer matrices : register(b0) { Matrices matrices; }; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] int TextureIndex : TEXTUREINDEX0; [[vk::location(1)]] float2 UV : TEXCOORD0; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.UV = input.UV; output.TextureIndex = input.TextureIndex; output.Pos = mul(matrices.projection, mul(matrices.view, mul(matrices.model, float4(input.Pos.xyz, 1.0)))); return output; }