// Copyright 2020 Google LLC struct UBO { float4x4 projection; float4x4 model; float4x4 invModel; float lodBias; int cubeMapIndex; }; cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 UVW : TEXCOORD0; }; VSOutput main([[vk::location(0)]] float3 Pos : POSITION0) { VSOutput output = (VSOutput)0; output.UVW = Pos; output.UVW.xy *= -1.0; // Remove translation from view matrix float4x4 viewMat = ubo.model; viewMat[0][3] = 0.0; viewMat[1][3] = 0.0; viewMat[2][3] = 0.0; output.Pos = mul(ubo.projection, mul(viewMat, float4(Pos.xyz, 1.0))); return output; }