// Copyright 2020 Google LLC struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; [[vk::location(1)]] float3 Normal : NORMAL0; [[vk::location(2)]] float3 Color : COLOR0; }; struct PushConsts { float4x4 mvp; float3 color; }; [[vk::push_constant]]PushConsts pushConsts; struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float3 Normal : NORMAL0; [[vk::location(1)]] float3 Color : COLOR0; [[vk::location(3)]] float3 ViewVec : TEXCOORD1; [[vk::location(4)]] float3 LightVec : TEXCOORD2; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; output.Normal = input.Normal; if ( (input.Color.r == 1.0) && (input.Color.g == 0.0) && (input.Color.b == 0.0)) { output.Color = pushConsts.color; } else { output.Color = input.Color; } output.Pos = mul(pushConsts.mvp, float4(input.Pos.xyz, 1.0)); float4 pos = mul(pushConsts.mvp, float4(input.Pos, 1.0)); output.Normal = mul((float3x3)pushConsts.mvp, input.Normal); // float3 lPos = ubo.lightPos.xyz; float3 lPos = float3(0.0, 0.0, 0.0); output.LightVec = lPos - pos.xyz; output.ViewVec = -pos.xyz; return output; }